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PRIVIfl Official Game Guide 


MEDAL of HONOR 

Airborne 


i* 








imKSHMP 


ISBN: 978-0-7615-5450-9 

Library of Congress Catalog Card Number: 2006934401 
Printed in the United States of America 


06 


07 


08 09 LL 10 9 8 7 6 5 4 3 2 1 


3000 Lava Ridge Court, Suite 100 
Roseville, CA 95661 
1-800-733-3000 


No part of this book may be reproduced or transmitted in any form or by any means, electronic or 
mechanical, including photocopying, recording, or by any information storage or retrieval system 
without written permission from Electronic Arts Inc. 


Prima Games 


A Division of Random House, Inc. 


www.primagames.com 


© 2007 Electronic Arts Inc. EA, the EA logo, and Medal of Honor Airborne are trademarks or 
registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Medal of Honor 
is a trademark or registered trademark of Electronic Arts Inc. in the U.S. and/or other countries 
for computer and video game products. All Rights Reserved. All other trademarks are the 
property of their respective owners. 


Product Manager: Todd Manning 
Editor: Rebecca Chastain 
Copyeditor: Sara Wilson 
Design and Layout: Calibre Grafix, LLC 
Manufacturing: Suzanne Goodwin 

Please be advised that the ESRB Ratings icons, “EC”, “E”, “E10+”, “T”, “M”, “AO”, and “RP” 
are trademarks owned by the Entertainment Software Association, and may only be used with 
their permission and authority. For information regarding whether a product has been rated by 
the ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contact the 
ESA at esrblicenseinfo.com. 

Important: 

Prima Games has made every effort to determine that the information contained in this book is 
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, 
effectiveness, or completeness of the material in this book; nor does the publisher assume liability 
for damages, either incidental or consequential, that may result from using the information in 
this book. The publisher cannot provide information regarding game play, hints and strategies, or 
problems with hardware or software. Questions should be directed to the support numbers provided 
by the game and device manufacturers in their documentation. Some game tricks require precise 
timing and may require repeated attempts before the desired result is achieved. 


The Prima Games logo is a registered trademark of Random House, Inc., registered 
in the United States and other countries. Primagames.com is a registered trademark 
of Random House, Inc., registered in the United States. Prima Games is a division of 
Random House, Inc. 


Author Bio 

Michael Knight has worked in the computer/video game industry since 1994 and 
has been an author with Prima Games for ten years, writing over 60 guides during 
this time. Michael has used both his degree in Military History and experience as 
a high school teacher to formulate and devise effective strategies and tactics for 
hit titles such as the Tom Clancy’s Rainbow Six and Hitman series. He has also 
authored several titles in the Star Wars universe including Star Wars Republic 
Commando, Star Wars Episode III: Revenge of the Sith, Star Wars Battlefront II, and Star 
Empire at War. Michael has also developed scenarios/missions and written game manuals 
Red Storm Entertainment, and Novalogic. 

When he is not busy at work on an upcoming strategy guide, Michael likes to spend time 
with his wife and four children at their home in Northern California. It was with their help that 
Michael used his abilities and experience to write three travel/strategy guides on Disneyland and 
Southern California, in which he developed tips and hints to help vacationing families save time 
and money while maximizing their fun. 

We want to hear from you! E-mail comments and feedback to mknight@primagames.com. 


Wars: 
for SSI, 






MEDAL 11 ' HONOR 

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the 82nd airborne division 4 

Airborne Training.. 6 

The Interface 6 

The Compass 6 

The Health Meter 6 

Weapons Information 7 

List of Objectives 7 

Jump School •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••« 7 

Basics of Parachuting 7 

Ft. Benning Jump School 9 

Combat Basics 9 

Movement 9 

Combat 10 

The Armor?. ..... ..... 14 

Weapon Awards 14 

Submachine Guns 14 

Weapons Stats 15 

M1928 Thompson 15 

MP40 MaschinenPistole 16 

Rifles 17 

Ml Garand 17 

K98k Karabiner Kurtz 18 

Automatic Rifles 19 

M1918 Browning Automatic Rifle (BAR) 19 

StG.44 SturmGewehr 20 

Sniper Rifles 21 

M1903 Springfield Sniper 21 

G43 Gewehr 22 

Pistols 23 

M1911 Colt .45 Pistol 23 

C96 Mauser 24 

Anti-Tank 25 

M18 Recoilless Rifle 25 

RPzB 54 Panzerschreck 26 


Close Combat 27 

M12 Shotgun 27 

Grenades 28 

No.82 Gammon Grenade 28 

MKII Fragmentation Grenade 28 

Model 24 Stielhandgranate 29 

the Enemy 30 

The Artificial Intelligence 30 

Italian Blackshirt 30 

Vicecapo Blackshirt 31 

Tropical Heer Infantry 31 

Ilccr Officer ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••« 32 

European Heer Infantry 32 

Waffen Infantry 33 

Waffen Officer 33 

Waffen Senior Trooper 34 

Waffen Storm Leader 34 

Fallschirmjager Infantry 35 

Fallschirmjager Commander 35 

Fallschirmjager Sniper 36 

Panzergrenadier 36 

Nazi Storm Elite 37 

AIRBORNE 'WAREARE TACTICS 38 

Jumping into a Mission 38 

Where to Land 38 

Landing Spot Factors 39 

Using the Right Weapon 40 

U sing Cov er ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 41 

Flanking the Enemy 42 

Using Elevation 42 

George Marshall and Tactics 43 

Enemy Tactics 44 

Using Your Allies 45 

Develop Your Own Tactics 46 


^^RiM AOffiSaiGame Guide ^ 



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operation Husky . ..... 

Secure the Town of Adanti 

The North tjrate ........................................ 

Repel the Enemy Counterattack 

operahonavaianchi 

Secure the Paestum Ruins 

Operation Neptune 

Secure the Audoueville Battery 

OPERATION MARKET GARDEN 

Secure the Town of Nijmegan 

Sabotage the Bridge Demolitions Equipment 

Operation varsity. 

Secure the Factory Drop Zone 

DERpLAKTURM. 

Secure the Flak Tower 

Multiplayer., 

Setting Up a Game 

Map 


Upgrades. 


46 

The Maps 

169 

52 

Husky 

..169 

64 

Avalanche 

..170 

67 

Neptune 

..171 

««#«« 68 

Destroyed Village 

..172 

72 

The Hunt 

..173 

.....86 

Remagen 

..174 

90 

Awards 

176 

104 

Stars 

176 

...108 

Medals 

176 

...113 

Soldier Medal 

..176 

...120 

Legion of Merit 

..176 

... 124 

World War II Victory Medal 

..176 

...136 

Bronze Star 

..176 

...140 

Silver Star 

..176 

...164 

Distinguished Service Cross 

..176 

... 164 

Xhox 360 Achievements 

177 

164 

Single-player Achievements 

..177 

164 

Multiplayer Achievements 

..178 

164 

DEVELOPER INTERVIEWS 

.180 

164 

Patrick Gilmore— 


164 

Executive Producer and VP. 

.180 

164 

Chris Busse— Producer 

.181 

164 

Ken Harsha— Production Designer 

.182 

164 

Rex Dickson— Lead Designer 

.183 

,...165 

Michael Licht— Mission Lead 

.184 

165 

Timothy Ford — Lead AI Designer, 



Software Engineer 

185 

ibo 

Tom Hess— Multiplayer 


165 

Gameplay Producer 

.186 

...165 

BlBLIOG RAP HY . 192 

...165 



...166 



...167 



167 



168 



168 



168 



168 



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■*MEDAU>' HONOR* 

'A'l RB©RNE 



The roots of the American paratrooper go back to the final days of World War I. When the Meuse-Argonne offensive was 
stalled in October 1918, Billy Mitchell, a major proponent of aviation, approached General Pershing, the commander of the 
American Expeditionary Force. Mitchell proposed that soldiers from the 1st Infantry Division be loaded onto light bombers 
and dropped by parachute behind enemy lines. Unfortunately, the stalemate was broken before the idea could be imple- 
mented and the war was over the following month. 



The 82nd Infantry Division was originally formed in 1917 during 
World War I. Since its members came from all 48 states, the 
unit was nicknamed the “All Americans.” 


During U.S. Army training maneuvers in the latter half of 
the 1 930s, some young officers began to consider using 
airborne troops to secure vital objectives behind enemy lines 
as a prelude to a larger ground offensive. However, it was 
not until the spring of 1940 that the U.S. Army got serious 
about paratroopers. 

As the opening wave of the blitzkrieg in western Europe, 
German paratroopers dropped on the Belgian fortresses 
at Eben Emael and, in a matter of minutes, rendered 
them useless. They opened the way for German troops 
to pour across the border. The German Fallschirmjager 
(paratrooper] had proven airborne units could attack behind 
enemy lines to catch the enemy unaware. Furthermore, 
paratroopers could be used for more than raids. The 
attacks along the border illustrated their usefulness in 
supporting the actions of ground troops as part of a larger 
strategy. 

Across the Atlantic, several people were studying the 
German’s use of paratroopers with great interest. In the 
summer of 1940, General George Marshall, chief of staff of 
the U.S. Army, decided to create a parachute test platoon 
of 50 soldiers at Fort Benning, Georgia. Their job was 
to create procedures for paratroopers, including how to 
safely jump from a plane. After testing different methods 
and theories, they developed a training program as well as 
the way paratroopers would be used in combat. By the fall 
of that year, a parachute infantry battalion was created 
to further study how larger units of paratroopers would 
operate in combat situations. One of the challenges was 
assembling units after a drop so they could then carry out 
their objectives. 


On May 20, 1 941 , the German paratroopers were once 
again used. This time their target was the Mediterranean 
island of Crete. More than 10,000 paratroopers and 
glider infantry assaulted the British-held island. Although 
seaborne German troops were supposed to land to help 
with the invasion, they were turned back by the British Royal 
Navy. However, the German airborne forces succeeded 
in capturing the island against an enemy force more than 
twice as large as their own. 

The German paratroopers suffered heavy casualties, 
resulting in Crete being the last German airborne operation. 
However, Marshall saw the value of larger units of 
paratroopers for carrying out big roles during invasions. 

He had his eye on the 82nd Infantry Division. Activated in 
March 1942, its command was given to General Matthew 
Ridgeway in August and redesignated the 82nd Airborne 
Division. It was so successful in changing over to this new 
type of unit that many of its men were transferred a few 
months later to create the 101st Airborne Division. 

The 82nd Airborne Division was sent to North Africa in 
April 1943. Although they did not take part in Operation 
Torch (the landings in North Africa), they trained and 
prepared for their first combat jump. On July 9, 1943, 
the division parachuted into Sicily to help prevent enemy 
reinforcements from getting to the beaches where other 
Allied units were landing. Two months later, the 82nd 
dropped into Salerno, Italy to help secure the beachhead 
against German counterattacks. 


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“The All-American” Soldier 

(The song of the 82nd. Airborne Division) 
Words by Sgt. Carl Sigman 
We’re All American, and proud to be; 
For we’re the soldiers of liberty. 
Some ride the gliders through the enemy, 
Others are sky paratroopers. 

We’re All American, and fight we will 
Till all the guns of the foe are still. 
Airborne, from the skies of blue 
We’re coming through — 

Make your jumps, Take your bumps— 
Let’s go. 

Chorus 

Put on your boots, 

Your parachutes — 

Get all those gliders ready 
To attack today; 

For we’ll be gone 
Into the dawn 
To fight ’em all 
The 82nd way— Yes 
(Repeat chorus) 


^3 




By November 1943, the 82nd Airborne was pulled 
back to England to prepare for their role in the Normandy 
invasion. On the night of June 5-6, 1944, the division, 
along with the 101st Airborne and British 6th Airborne 
divisions, landed. They were some of the first men to fight 
on this historic day. The division was finally pulled back 
to England after 33 days of action. During that time, the 
division received no replacements or reinforcements. It 
suffered more than 5,000 men killed, wounded, or missing. 
However, it completed every mission and no ground that 
they captured was ever lost to the enemy. 

The 82nd was assigned the middle part of Operation 
Market Garden between Grave and Nijmegan, jumping into 
Holland on September 17, 1944. During the Battle of the 
Bulge in December 1 944, the division was rushed to the 
Ardennes to help stop the German offensive and turn it 
back. At the end of the war, the 82nd was send to Berlin to 
take part in the occupation of Germany. 

Since that time, the 82nd Airborne Division has continued 
to be an active unit. Calling Fort Bragg, North Carolina 
home, the 82nd Airborne is America’s fast reaction force, 
ready to deploy in a moment’s notice. The division has seen 
action in Central America, Vietnam, the Caribbean, and 
the Middle East. Recently, they have been sent to both 
Afghanistan and Iraq. 



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So you want to volunteer to be a paratrooper. Before you 
can pin on those silver jump wings and blouse your pants 
into your boots, you have some things to learn. That is why 
you are here for training. 



The first thing you must know before you go jumping out of a 
perfectly good airplane and dropping in on people who want 
to kill you is how to keep track of your current situation as 
well as your surroundings. To help make this easier, Medal 
of Honor Airborne has provided a very intuitive interface 
that appears on your screen and provides all the information 
you need to know. 



TteCQMMS 


The compass is located in your screen’s lower left corner. It 
contains a lot of information that will help you complete your 
missions. First off, the “N” on the compass indicates the 
direction of north in relation to you. The top of the compass 
is the direction you are facing, so if north is at nine o’clock, 
for example, you are facing due east. 

Icons on the compass provide additional information. The 
white arrow in the center represents you as well as your 
facing which is always toward the top of the compass. 

Green dots represent nearby allies. The closer they are to 
the center of the compass the closer they are to you. These 


dots also show the location of these soldiers in relation to 
you. When the dots are above the white arrow, they are 
in front of you. Under it, they are behind you. Red German 
crosses represent enemies. Gold stars show the locations 
of objectives. If the objective is not close enough to appear 
on the compass, then it is represented by a golden arrow 
around the edge of the compass showing the direction to 
that objective. 



Because every mission has multiple elevations, it is important to 
know if enemies are on the same level as you. If they are, their 
icons on the compass will appear bright red. If they are above 
or below you, the icons will be a faded red. The same goes for 
allies and objectives — faded colors show that these are on a 
different level than you are on. 


Tm HML1H MraiL 

The health meter is below the compass. To the right of 
the red cross are four blue segments. Your total health is 
divided among these segments. As you take damage, the 
segment on the right begins to drain. If it drains completely, 
then the next segment on the right begins to drain. When 
all segments are completely drained, you are dead. 

After taking damage and losing some health from one of 
the segments, if you stop taking damage for a period of time 
(you move into cover or the threat has been eliminated), 
that partially depleted segment will begin to recover health. 
However, segments that were completely depleted remain 
so. The only way to restore these depleted segments is to 
pick up a health kit. Each health kit restores one segment 
of health. Health crates, usually found near landings zones, 
restore all of your health. 

The amount of health with which you begin a mission, 
as well as how long you must stop taking damage before 
recovering health, depends on which difficulty level you are 
playing. At easier levels, you begin with more health and 
regenerate partially depleted segments faster. 





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ILJEST ©if Oiipctms 


The interface on the screen also provides information 
about your weapons. Current weapons are shown near the 
screen’s bottom right side. Icons represent the currently 
selected grenade and weapon. Below the grenade icon is 
the number of grenades you have remaining of that type. 

The two numbers below the weapon icon shows how many 
rounds you have remaining in your magazine as well as how 
many additional rounds you are carrying for reloading. 

As you use your weapons to kill enemies, you receive 
kill points which are used to earn weapon rewards — these 
upgrade your weapon. The weapon icons begin as white 
outlines. However, they begin to fill with blue as you score 
kill points. When the icon is completely filled, you receive the 
weapon award as well as an upgrade. For more information 
on weapon awards and upgrades, see the next chapter, The 
Armory. 

The reticle in the center of the screen consists of four 
lines that give you an idea of where your weapon is aimed 
as well as where your round will hit when fired. The closer 
these lines are together, the more accurate your fire. 
However, as you move these lines begin to move apart, 
representing a decrease in accuracy. 



During a mission, 
it is a good idea to 
check periodically 
to see what you still 
need to accomplish. 

When you pause the 
game, the Objective 
screen appears. This 
lists all the objectives 
that you have been 
ordered to complete so far. Next to each objective is a gold 
star. When that objective is completed, the star appears 
faded. Some objectives require multiple actions. For example, 
you may have to destroy AA guns at a specific location. To 
the right of the objective, it lists how many of these targets 
remain before that objective is fully completed. Be sure to 
check this screen often to stay on task. 





Since you will be jumping into every mission, it is important 
to know how to parachute well. Therefore, before you head 
off to Sicily for your first mission, a training center has been 
established in North Africa at Kairouan where you can do 
three training jumps. 



Jumping out of an 
airplane is one of the 
safest things a man 
can do — as long as 
he follows proper 
procedure. You 
always begin inside a 
C-47 transport. The 
jumpmaster stands 
near the doorway. 

As your plane approaches your drop zone, the pilot turns 
on the red light. That is the signal for all the paratroopers 
in your stick to stand and hook up their static line. The 



green light indicates you are over the drop zone and the 
stick begins to jump out of the plane, one paratrooper after 
another. Move forward and then continue to move right out 
the door to jump. 


If you stand in the doorway 
and fail to jump, the 
jumpmaster or another 
paratrooper will help out by 
giving you a push. 





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I^Mi nAI 1 ■! IIONOU* 

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Steering the Parachute 

After you jump 
out the door, your 
parachute opens 
automatically. You 
can then use the 
movement controls 
to steer the 
parachute forward 
or back as well as 
sideslip to the right 
or left. The aiming controls are used to look up and down as 
well as to rotate or turn you while in the air. 

For the first drop, you see a bull’s-eye on the ground 
below. A green smoke grenade is in the center. Green 
smoke indicates a secure zone, or SZ. Steer your parachute 
so that you land right in the center of the bull’s-eye. 



You may botch this first 
landing, but that is okay. A 
botched landing means you 
did not stay on your feet 
and it takes a few seconds 
to get out of your parachute 
and ready to fight. During 
combat, it is important to avoid botching landings — especially 
when enemies are near or you may be dead before you even get 
a chance to fire your weapon. 


For your second training jump, you practice flaring. 

This time, your SZ is to the right of the bull’s-eye. Quickly 
locate the green smoke and center yourself over it. As you 
approach the ground, move forward and press the Flare 
button. If you do it correctly, you will receive a message that 
you flared the landing. 


Greased Landing 



While flaring results in a soft landing, a greased landing 
gets you out of your chute as quickly as possible. Essentially, 
you are landing in a forward run with your parachute behind, 
so as soon as you release the chute, it flies right off you, 
leaving you ready to fight almost immediately. To perform a 
greased landing, you must land on level ground and move 
forward as you are landing. Do not flare as you approach 
the ground. 

The last training jump is a bit tougher. There are three 
platforms located around the bull’s-eye. Flare right as you 
jump to slow down your descent, giving you time to look 
around and locate one of these platforms. Pick one and 
then move toward it. However, unlike before, drop short of 
it. Then as you get closer, move forward so you are moving 
over it as you touch down. If you do it correctly, you will 
perform a greased landing. Notice how quickly you bring up 
your weapon. 




FLARING 



Another action you can perform while dropping is the flare. 
To do this, press the Flare button to pull up on the risers. 
This action slows down your rate of descent as well as your 
forward motion. Flaring can be used during a jump to stay 
up in the air longer allowing you to travel farther across an 
area before landing. A flare only lasts for a second or two, 
so you may need to flare multiple times. Just remember 
that it also slows down your forward movement as well. The 
main reason to flare is for a softer landing. Just as you are 
about to hit the ground, move forward and press the Flare 
button. This results in a flared landing that allows you to 
stay on your feet and get your chute off much quicker than 
a botched landing. 



You are scored on each of 
your training jumps, for a 
maximum of 50 points each. 

The closer you get to the 
target, the more points you 
earn. For the first and third 
jumps, you want to land right 
on the smoke grenade. However, for the second jump, you want 
to flare along the arrow on the SZ, landing right at its tip. If you 
get near-perfect landings on all jumps, you can earn gold wings. 
Silver and bronze wings are awarded to those who are not as 
accurate. 






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Every single paratrooper, from the lowest private up to generals, 
had to go through jump school at Ft. Benning in Georgia. These 
men were all volunteers who had at least gone through basic 
training or may have been in the Army for a number of years. 
During the four weeks of jump school, these soldiers and officers 
learned how to pack their own chutes, ride in an airplane and then 
jump out of it, control their chute during the drop, land safely, 
meet up with their fellow paratroopers on the ground, and finally 
how to complete their mission. 

The first week of jump school consisted of physical conditioning. 
The men ran everywhere and went through the obstacle course on 
a regular basis. In fact, while waiting for dinner, they could either 
stand at attention or do the obstacle course. Not only did this get 
the troops in good condition, it also helped weed out those who 
could not take the intense training. 


The second week focused on the skills and techniques needed 
to parachute safely. They practiced jumping out of mock doors 
set up just above the ground and even sliding down wires from 
35-foot tall towers to practice their landings. 

During the third week, lessons included packing the 
parachutes; every trooper packed his own. Practice drops were 
now from 250-foot tall towers. They could practice controlling 
the parachute and the various steps involved in a jump, from 
embarking on plane to gathering up the chute upon landing. 

The final week was the real thing, with five actual drops from 
an airplane. The first was from 1,200 feet, the second from 1,000 
feet, the next two from 800 feet, and the final jump from 1,000 
feet again, but this time at night. Following completion of the 
night jump, the soldier was a paratrooper and could wear the 
silver jump wings. 



Now that you know how to get from the airplane to the 
ground, it is time we discuss what to do once you have 
landed. 



WALKING AND SPRINTING 



Moving around during a mission is fairly simple. By default, 
you walk while your body is in a standing, upright stance. 
You can move forward and back as well as strafe to the 
right and left. To move faster, press the Sprint button. You 
can sprint as long as you want. However, you can’t fire your 
weapon while sprinting. 


Strafing 



Strafing is essentially sidestepping. This is useful when you 
want to move to one side, but still face the same direction. 
Strafing is a good way to avoid enemy fire or a grenade 
while still shooting at a target. 




jimnagamesu 


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Jumping 

Jumping is useful for 
quickly getting over 
low obstacles or 
across gaps. When 
jumping across a 
distance, it is best 
to sprint toward the 
edge and then jump. 

This allows you to 
jump farther than a 
walking jump. 




Crouching 


Standing makes 
you a big target. 

While enemies are 
around, it is better 
to crouch down. 

Although you move 
slower in a crouch, 
you are harder for 
the enemy to hit and 
can also hide behind 
crates and low walls for protection. Pressing the Crouch 
button toggles you between standing and crouching. While 
crouched, you can still move and strafe normally. 



Crouching when moving up 
stairs allows you to reach 
a higher level before your 
head appears. This enables 
you to take out enemies more 
proficiently. 



Crouching when moving 
down stairs also has benefits, as you gain the same advantage: 
You don’t expose yourself until you are almost at the bottom of 
the steps. Lob a grenade over a stairwell without being seen to 
take out enemies that normally could pose a serious threat of 
ambush. 


Unless you are certain you have cleared an area, it is best to 
stay crouched at all times. 


Crouch Sprint 

During a firefight, 
you may want to 
move quickly from 
one piece of cover 
to another. That is 
when the crouch 
sprint comes in 
handy. Rather than 
standing, stay 
crouched and press 
the Sprint button as you move. You automatically stand and 
sprint. Release the Sprint button at your destination to drop 
down automatically back into a crouch. This saves the time 
of pressing the Crouch button twice, and may help keep you 
from getting hit by enemy fire. 


Cover is any object 
that protects you 
from enemy fire. 

It can be a wall, a 
crate, a vehicle, or 
even a building. The 
missions are filled 
with cover and using 
it keeps you alive. The 
enemy uses it and so 
should you. If you crouch, you can use low objects for cover, 
then strafe or stand to fire at enemies on the other side. 


COVER 





Shooting 



Shooting is easy. Just press the Fire button or pull the 
Fire trigger. However, shooting accurately and effectively 
is another story. Moving greatly reduces your accuracy. 
Therefore, stay still and crouched while firing. Be sure to 
take careful aim at your target. This is especially important 





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when using a bolt-action rifle because there is a wait 
between shots while you chamber the next round. Even 
though it may take extra time to aim, in the end, doing 
so saves you time and health if you miss and have to take 
another shot. Even when using semiautomatic rifles, be sure 
to correct your aim after every shot. 

When firing automatic weapons such as submachine guns, 
machine guns, and automatic rifles, shoot in short bursts. 
The recoil on these weapons makes the barrel rise. After 
shooting a few rounds, you are no longer on target. While 
spraying an area with automatic fire may seem like a good 
thing to do, chances are you won’t get many hits — if any. 

I RON SIGHTS 

For even more 
accuracy, use 
ironsights. This 
changes your view 
so you are looking 
right over the sights 
of your weapon with 
a bit of a zoom. The 
reticle disappears 
and you use the 
actual weapon sight to aim. Hold down the Ironsights button 
to access this view. When in ironsights, your rounds almost 
always go right where you are aiming. 

PEEKING AND LEANING 

While in ironsights, 
you do not move 
normally. Instead, 
your feet are fixed. 

Strafing to the 
right or left causes 
you to lean in that 
direction. If you are 
crouched, moving 
forward causes 
you to peek up over a low piece of cover. Use peeking and 
leaning while behind cover. This allows you to fire around or 
over cover while exposing only a small part of your body. 

If you want to actually move while in ironsights view, hold 
down the Sprint button. Then you can move forward and 
back as well as strafe rather than peeking and leaning. 



Moving while crouched in ironsights is the most accurate way 
to fire while in motion. It is slow, but it is a good strategy 
when advancing on an enemy position. Aim at where you expect 
enemies to appear as you move forward. Then you are ready to 
fire as soon as they reveal themselves. 


Sniper Rifles 



If you are using a sniper rifle, your ironsights view is through 
a scope with a crosshairs of some type. The scopes on 
sniper rifles have an adjustable zoom. At wide zoom, you can 
see a larger area. This is best for locating a target. Once 
you have a target, increase your zoom for improved aiming. 



To increase your accuracy and prevent the up and down rocking 
of your crosshairs, control your breathing. If you are playing 
on the PC, hold down the Hold Breath button. However, if you 
are playing on the Kbox 360, squeeze the firing trigger slowly. 
You will see two semicircles along the left side of your scope 
view move toward the center. When they come together and 
turn red, you have stopped all the up and down motion of the 
crosshairs and have the most accurate shot possible. Squeeze 
the trigger just a bit more to fire. This can be tough and takes 
some practice, but it is worth it for getting headshots, which kill 
almost all enemies with a single round. 





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F HA l'i| fONOR™ 

A I 

[] 

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Reloading 

Keep your weapon 
fully loaded whenever 
possible. Running 
out of ammo in the 
middle of a firefight 
can be deadly for 
you. Therefore, 
after each quick 
engagement, reload 
so you have a full 
magazine for the next engagement. This is especially true 
for weapons that are slow to reload. 



The Ml Garand is the only weapon you can’t top off with a new 
clip. Instead, you must fire the complete clip before you can load 
a new one. When using a Garand, just keep track of how many 
rounds you have loaded at all times, or be ready to switch to a 
different weapon if you run out. 


Melee Attacks 

If you run out of 
ammo, or the enemy 
is too close to shoot, 
hit the enemy with 
your weapon. To 
do this, press the 
Melee button. It 
takes several hits 
to kill an enemy this 
way, so keep hitting 
until he goes down. Of course, the enemy is probably hitting 
you back. Some weapons can be upgraded with a bayonet or 
dagger, such as the shotgun or MP40. These kill an enemy 
with a single hit. 



You can kill an enemy with a single blow if you sprint at him and 
then hit him with a melee attack. In fact, the enemy often goes 
flying. 




Changing Weapons 



As a paratrooper, you always carry a primary weapon, a 
secondary weapon, and a pistol. You can cycle between 
these three weapons by pressing the Weapon Cycle button. 
Quickly select the correct weapon for the task at hand. 

During the course of a mission, you can also pick up 
weapons dropped by enemies or allies as well as weapons 
that might be at caches or SZs. First select the weapon you 
want to swap, then press the Action button to complete the 
trade. 



Tips from the Developer 
When parachuting into a mission, try lining up 
with an enemy below — such as one manning a 
machine gun. Just as you are about to land on 
top of the enemy, press the Melee button to deliver 
a deadly blow with your boot, killing the enemy 
instantly. 


Grenades 



Grenades are powerful when used correctly. Grenades 
cause damage to everyone in their blast radius. However, 
cover can protect the person from the blast if the cover 
stands between the detonating grenade and the person. 

All grenades have a five-second fuse. As soon as you press 
the Fire button to throw the grenade, you activate the fuse. 
Hold down the Fire button to “cook off” the grenade. This 
lets the fuse count down. The main reason to cook grenades 
is because the enemy runs away when a grenade lands at 
their feet. Therefore, try to time it so the grenade explodes 
before the enemy can react and escape. This takes some 
practice, but makes grenades very effective. 





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While you can count down yourself as you are cooking a 
grenade, the ticking sound gets faster as the grenade gets 
closer to detonation. 


Throwing a grenade is an art in itself. You can adjust the 
angle you throw it at by looking up and down. Grenades can 
also be thrown to bounce off walls to go around corners 
or get to places where the enemy is hiding outside of your 
view. With some practice, you can throw grenades through 
windows and around cover to hit the enemy where least 
expected. 


When playing on the Xbox 360, you can adjust the power 
of your throw with the trigger. Pulling the trigger all the 
way and then releasing throws the grenade with full power. 
However, just barely pulling the trigger before releasing 
merely drops the grenade at your feet. The reticle changes 
in size to represent throwing strength. The larger the 
reticule, the farther your throw. 



If you time the grenade just right, you can get it to explode in 
midair right above your target. 



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■■MEDAL™ HONOR* 

wirb©rnE 



In Medal of Honor Airborne, you are a paratrooper. Every 
job requires certain types of tools and equipment. Weapons 
are the tools of a paratrooper. When you begin the cam- 
paign, you are assigned a standard loadout of equipment — a 
Thompson submachine gun, an Ml Garand rifle, a Colt .45 
pistol, and four frag grenades. It is important to know how 
best to use each of these weapons as well as when to use 
them. During the course of the various missions, you will 
be able to pick up different weapons. Some are dropped 
with you while others you must acquire from fallen enemies. 
Therefore, it is important to study each of the weapons you 
will encounter. 



As you fight against your enemies, you can earn weapon 
awards. The icon of your weapon in the lower right corner 
of the screen fills as you kill enemies. The amount it fills per 
kill depends on the amount of death points you earn. You re- 
ceive death points for killing an enemy, making a headshot, 
making a melee kill, and for the amounts of kills you make 
in quick succession (at a rate of one per second). Death 
points are cumulative. Therefore, if you kill an enemy with 
a headshot, you receive points for both the kill as well as 
the headshot. Once your weapon icon is full, you will receive 
the first award — Marksman. Fill up the icon again to receive 
Sharpshooter, then a third time to earn the Expert award. 

Every weapon can be upgraded. In order to improve your 
weapons, you must earn weapon awards. When you achieve 
Marksman, you get the first weapon upgrade. The subse- 
quent upgrades are awarded when you earn Sharpshooter 
and Expert awards. Upgrades can make your weapon more 
accurate or give you more ammo. Upgrades also carry over 
from mission to mission. Therefore, concentrate on using 
only a few weapons to fully upgrade them and get an advan- 
tage over your enemies. 



Marksman Award 


Sharpshooter Award 




Expert Award 




Submachine guns are essentially smaller machine guns that 
can be carried around easily in battle. Firing a pistol-caliber 
round, they lack the stopping power of a rifle. However, they 
make up for this in rate of fire. Submachine guns fire with 
an automatic action, meaning that they continue to fire as 
long as you squeeze the trigger until you run out of ammo 
in the magazine. This type of weapon is best used at close 
range, though can also be somewhat effective at medium 
range. During a mission, you should make sure you always 
have a submachine gun with you. 






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Following are descriptions for the stats included for each 
weapon. 

Action: The method a new round is chambered after 
each shot. 

Accuracy: How likely a weapon will hit the target at 
which it is aimed. The higher the value, the more likely. 

Damage: The amount of damage inflicted on a target— 
the higher the value, the more damage. 

Rate of Fire: Representation of how many rounds a 
weapon can fire in a set amount of time. The higher 
the value, the greater the number of rounds. 


Recoil: This represents the amount the weapon 
moves off target after each shot. The higher the num- 
ber, the more the barrel moves. 

Reload Rate: This represents the amount of time it 
takes to reload the weapon. The higher the number, 
the faster the weapon is to reload. 

Player Speed: This is the percentage of normal speed 
that a player can move while carrying this weapon. 
100 is full speed. 

Ammo Capacity: This is the number of rounds the 
weapon can carry in its magazine. 



THOMPSON 


The Tommy Gun, a deadly 
submachine gun firing 700 
rounds per minute, is effec- 
tive at short range. The .45 
ACP round delivers knock- 
down power, but has a sig- 
nificant recoil that requires 
control. 



WEAPON STATS 

Action 

Automatic 

Accuracy 

40 

Damage 

45 

Rate of Fire 

85 

Recoil 

65 

Reload Rate 

50 

Player Speed 

90 

Ammo Capacity 

30 




The Thompson was originally designed as 
a “trench broom” in response the type of 
warfare that dominated WWI. Troops 
could use this small machine gun to 
latterly “sweep” a trench clear of enemies. 



To minimize the effect of the recoil on your accuracy, fire 
submachine guns in short bursts. After a few rounds, your 
aim will be off so much that you won’t be hitting your target 
anyway — only wasting ammo. 




UPGRADES 



Name 

Effect 

Description 

USi 

Front Pistol Grip 

Improves Accuracy to 50 

Forward hand grip provides more 
accuracy and stability when firing in 
full auto. 


Cutts Compensator 

Decreases recoil to 50 

The compensator attaches to the 
muzzle and deflects the blast upward, 
reducing muzzle rise to a minimum. 

Ku& 

50 Round Drum Mag 

Increases ammo capacity to 50 

A huge cylindrical magazine increases 
the volume of fire with 50 rounds. 



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I^MinAI 1 ■! 1IONOU* 

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This light recoil submachine 
gun fires 500 rounds per 
minute and is effective at 
short range. The 9mm round 
is accurate and easy to man- 
age during rapid fire — but 
causes less damage. 


WEAPON STATS 

Action 

Automatic 

Accuracy 

55 

Damage 

40 

Rate of Fire 

55 

Recoil 

45 

Reload Rate 

40 

Player Speed 

95 

Ammo Capacity 

32 



>. Germany had began to develop tactics that 

2 fos called for mobile infantry with plenty of 

‘ . gi automatic firepower — and the submachine gun 

S ' T F-l was easy for untrained men to learn to use. In 
1938, the Oberkommando der Wehrmacht (Wehrmacht High 
Command, OKW) issued a specification for a submachine gun 
suited to mobile warfare. The Germans chose an automatic- 
fire-only design. In a nod to the future, the MP40 eschewed 
wood in favor of plastic and employed a folding metal 
butt. It retained the blow-back mechanism and 
telescopic bolt assembly. 






UPGRADES 



Name 

Effect 

Description 

Q 

Dual Magazines 

Increases reload rate to 70 

Two magazines taped together allow 
a quick reload with a fresh 32 mag at 
the ready. 

1.NJ 

64 Round Magazine 

Increases ammo capacity to 64 

A prototype magazine assembly for the 
MP40-II. Two magazines welded together 
give a huge 64 round capacity. 


SS Dagger 

Increases melee damage 

A close-combat melee weapon that can 
kill in one strike. 



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Rifles are the main weapon of the infantry. Firing a larger round through a longer barrel, a rifle has a longer range, greater 
accuracy, and more stopping power than a submachine gun. It takes only two hits to the body, or one to the head, to bring 
down an enemy when firing a rifle. Since their rate of fire is less than a submachine gun, rifles are best used at medium to 
long range where you have the time to take careful aim before shooting. Rifles fire only one round at a time. It is a good idea 
to keep a rifle with you for engaging enemies at a distance. 



An accurate and effective 
battle rifle, the Ml can deliver 
damage very accurately and 
quickly at long range. It is 
semiautomatic, but has a 
small ammo capacity. 


WEAPON STATS 

Action 

Semi Auto 

Accuracy 

85 

Damage 

85 

Rate of Fire 

35 

Recoil 

50 

Reload Rate 

50 

Player Speed 

88 

Ammo Capacity 

8 



During WWII, more than 4 million M 1 rifles 
p were produced. Their semi-automatic rate 
' J ' of fire allowed a U.S. soldier to put out 
S ^ a lot more firepower than an enemy 

with a bolt-action rifle. 





The Ml Garand uses an eight-round stripper clip to load its 
ammunition. While this makes it quick to reload, it also prevents 
you from reloading in the middle of a clip. Instead, you must fire 
off all eight rounds before you can load another clip. 



Name 

UPGRADES 

Effect 

Description 


Match Grade Barrel 

Increases accuracy to 90 

A precision-made barrel that increases 
accuracy in all aspects. 

tM 

Lock Bar Adjustable 
Sights 

Increases accuracy to 95, 
increases zoom 

A variable sight that allows a range of 
adjustment. 

■ • ■ 

M7A1 Grenade 
Launcher 

Adds grenade launch capability 

A barrel attachment that allows 
firing of a MKII Frag grenade from the 
muzzle. 



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THAI ni 

HONOR 


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RJ 

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This bolt-action rifle can take 
out a target with one well- 
placed shot. Effective at long 
range, it has a slow rate of 
fire and slow reloads. 



WEAPON STATS 

Action 

Bolt Action 

Accuracy 

90 

Damage 

100 

Rate of Fire 

15 

Recoil 

70 

Reload Rate 

20 

Player Speed 

87 

Ammo Capacity 

5 



An enormous number of extras were 
developed to enable additional capabilities 
-2 4r “ ~ , ^ including a grenade launching device, folding 

33 • 7 F s? butts, and periscopes. Weapons 

that tested to be extremely accurate from the factory 
were equipped with scopes and used as sniper rifles. 

The K98 remained in production until the end 
of the war. 

Un- 





Name 

UPGRADES 

Effect 

Description 




Polished Match 
Grade Bolt 

Increases rate of fire to 25 

A precision-made bolt assembly that 
allows increased rate of fire with 
faster lock up time. 


1 


5 Round Stripper Clip 

Increases reload rate to 45 

An assembled clip of 5 rounds that 
can be quickly inserted for a fast full 
reload. 




L_^ 


Schiessbecher Grenade 
Launcher 

Adds grenade launch capability 

A barrel attachment that fires a 
30mm grenade from the muzzle. The 
30mm is more powerful than the 
MKII Frag. 



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As a result of the machine gun’s domination of the battlefield during WWI as a defensive weapon, various armies sought to 
create a machine gun that could be carried during an advance. The desire for “portable” machine guns led to the develop- 
ment of automatic rifles. Their purpose was to lay down suppressing fire so that infantry armed with rifles and submachine 
guns could then flank the enemy while they kept their heads down. However, these weapons could also be used on their own 
to engage the enemy. Less accurate than a rifle, but with the same stopping power and a high rate of fire, automatic rifles 
are best used at medium range and fired in short bursts. 



Is 





The BAR is an automatic 
rifle that delivers very heavy 
damage at a controllable 
450 rounds per minute. 
Effective at medium range, 
it can be very accurate in 
bursts, but heavy recoil can 
diminish accuracy with sus- 
tained fire. 


WEAPON STATS 

Action 

Automatic 

Accuracy 

70 

Damage 

85 

Rate of Fire 

55 

Recoil 

80 

Reload Rate 

40 

Player Speed 

85 

Ammo Capacity 

20 



According to U.S. Army tactics during WWII, 
each infantry squad was to have one BAR, 
which was referred to as the “squad’s 
base of Are.” However, if a squad could, 
they would try to get an additional BAR for 
increased firepower. 







UPGRADES 



Name 

Effect 

Description 

i-»i 

Compensator 

Decreases recoil to 70 

A compensator that deflects muzzle 
blast significantly, reducing recoil and 
muzzle rise during full auto fire. 

\ „ JM 

A2 Adjustable Sights 

Increases accuracy to 75, 
increases zoom 

A variable sight that allows a range of 
adjustment. 

Mi 

Dual Magazines 

Increases reload rate to 60 

Two magazines attached side by side 
makes another 20 rounds ready for a 
quick reload. 



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This assault rifle is one 
of the most devastating 
weapons in the war. Deadly 
accurate at 550 rounds per 
minute and effective at 
medium range, it’s a one- 
man assault squad. 


WEAPON STATS 

Action 

Automatic 

Accuracy 

60 

Damage 

65 

Rate of Fire 

50 

Recoil 

75 

Reload Rate 

40 

Player Speed 

88 

Ammo Capacity 

30 




German evaluations of combat in WWI and 
the beginning of WWII determined infantry 
engagements were occurring at ranges where 
they were often decided by the amount of 
firepower that could be brought to bear. The MP40 proved 
a success for close- and short-range combat, but was 
ineffective at intermediate ranges and lacked the killing 
power of a rifle. A solution was sought by taking the best 
aspects of a rifle and the best aspects of a submachine gun 
and combining them into a new type of weapon. Its intro- 
duction to the eastern front in 1944 was an unqualified 
success and these weapons were highly sought 
after by all combatants. 










UPGRADES 



Name 

Effect 

Description 

LA 

Muzzle Brake 

Reduces recoil to 60 

Similar to a compensator, this muzzle 
attachment deflects the blast, reducing 
recoil and muzzle rise. 

r~ij 

Dual Magazines 

Increases reload rate to 65 

Two magazines attached side by side 
makes another 30 rounds ready for a 
quick reload. 

r~ 

ZF Tactical Scope 

Increases accuracy to 65, 
increases zoom 

A medium-range tactical scope that 
can be detached quickly and provides 
accurate, automatic bursts of fire. It 
has no zoom function, but makes the 
StG.44 a devastating weapon in any 
situation. 



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The sniper rifle is designed for engaging enemies at long range. Firing a rifle-caliber, high grain round, these rifles are 
extremely accurate. They are often equipped with a scope to improve accuracy. Able to kill with a single, well-aimed shot, 
a sniper at long range can take the time to make each shot count without worrying about return fire. 



A precision instrument, 
the Ml 903 is fitted with 
a scope and can take out 
most targets with one shot 
to the head or chest. Effec- 
tive at long range, it has a 
slow rate of fire and slow 
reloads. 



WEAPON STATS 

Action 

Bolt Action 

Accuracy 

100 

Damage 

130 

Rate of Fire 

15 

Recoil 

65 

Reload Rate 

20 

Player Speed 

80 

Ammo Capacity 

5 


The Ml 903 rifle was the primary weapon 
for the U.S. Army during WWI and 
continued to be used after the intro- 
S 7 J7! duction of the Ml Garand as 

weapons for snipers. 




/ _ 



When sniping, it is always a good idea to stay behind cover and 
then pop up or peek around the cover when you are ready to 
fire. Also, when focusing on a target at long range through your 
scope, it is easy for other enemies to approach on your flanks or 
from behind. Therefore, stay aware of your situation. 




UPGRADES 



Name 

Effect 

Description 


Polished Match 
Grade Bolt 

Increases rate of fire to 25 

A precision-made bolt assembly that 
allows increased rate of fire with 
faster lock up time. 

i«i 

5 Round Stripper Clip 

Increases reload rate to 45 

An assembled clip of 5 rounds that 
can be quickly inserted for a fast, full 
reload. 

I^H 

Ml Grenade Launcher 

Adds grenade launch capability 

A barrel attachment that allows 
firing of a MKII Frag grenade from 
the muzzle. 



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I^MinAI 1 ■! 1IONOU* 

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Also known as the Kar.43, 
this rifle is semiautomatic 
and can be fitted with a 
scope. It is effective at long 
range with good ammo 
capacity. 



The Germans first begin to design this 
semiautomatic rifle in 1941 after encounters 
on the Eastern Front with Russian 
S semiautomatic rifles. All G43s were 

produced with a scope rail so that a scope could be 
easily attached to any of these rifles for sniper 
operations. 




aj 



WEAPON STATS 

Action 

Semi Auto 

Accuracy 

85 

Damage 

75 

Rate of Fire 

30 

Recoil 

55 

Reload Rate 

50 

Player Speed 

85 

Ammo Capacity 

10 



Tips from the Developer 
You will be amazed at the distances at which 
you can engage a group of enemies. With 
a trusty sniper rifle in tow, you can dispatch 
enemy troops from across the map. The trick is to 
find a good perch from which to conduct your 
long-distance hot lead injections. 


to . 




UPGRADES 



Name 

Effect 

Description 


20 Round Magazine 

Increases ammo capacity 
to 20 

A prototype magazine with twice the 
round capacity. 

fcal 

ZF4 Scope 

Increases accuracy to 100, 
adds adjustable zoom 

An effective long-range sniper scope 
that allows greater accuracy. Com- 
bined with the G43 semiautomatic it 
makes a deadly sniper rifle. 


Schiessbecher Grenade 
Launcher 

Adds grenade launch ability 

A barrel attachment that allows firing 
of a 30mm grenade from the muzzle. 
The 30mm is more powerful than the 
MKII Frag. 



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Pistols are considered a secondary weapon, to be used when you are out of ammo for other weapons or need a quick-firing 
weapon for close-range combat. They are not very accurate and only effective up close. However, if your clip runs out in the 
middle of a firefight, it is faster to switch to your pistol than reload your submachine gun or rifle. 



The 1911 delivers stopping 
power with every shot at 
close range. It has sig- 
nificant recoil and a 7-round 
magazine. 


WEAPON STATS 

Action 

Semi Auto 

Accuracy 

35 

Damage 

50 

Rate of Fire 

20 

Recoil 

30 

Reload Rate 

70 

Player Speed 

100 

Ammo Capacity 

7 




During WWII, move European armies issued 
handguns only to officers as a badge of rank. 
.2 4 - ; The U.S. Army, on the other hand, considered 

S * handguns a valuable weapon for not only 

officers, but also for enlisted men who would not have a 
rifle, such as crew for artillery, drivers, tankers, etc. Though 
unauthorized, paratroopers and infantry soldiers carried 
handguns they brought with them or received from home 
as a weapon of last resort and for peace of mind. If an 
enemy jumps into your foxhole with you, a pistol is a 
lot more useful than a much longer rifle. 







Name 

UPGRADES 

Effect 

Description 

i\i 

Leather Holster 

Decreases weapon swap time. 

Allows a faster weapon draw time. 

n^i 

Match Grade Trigger 

Increases rate of fire to 35 

Allows faster firing with accuracy. 

IM 

Magnum Rounds 

Increases damage to 100 

Special ammo with increased power 
that drops a target in one hit. 



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qmmmjsib. 


It is known as the “Broom 
Handle,” a very accurate 
pistol effective at close 
range. It has a larger 10 
round magazine, but the 
9mm causes less damage 


WEAPON STATS 

Action Semi Auto 


Accuracy 

40 

Damage 

30 

Rate of Fire 

35 

Recoil 

25 

Reload Rate 

50 

Player Speed 

100 

Ammo Capacity 

10 



One of the first semiautomatic pistols to be 
used in great numbers, the C96 Mauser was 
first produced in 1896. Unlike most pistols 
X of this type, where the magazine fit into the 

grip, the C96 placed the magazine in front of the trigger. 
Some sources state that Winston Churchill, the Prime 
Minister of Great Britain during WWII, carried a C96 
into battle during the Second Boer War. 







Tips from the Developer 
The Mauser can be found in a safe by the 
control room in the tank factory in the Varsity 
Factory mission. Use it so you can earn all 
three upgrades. You can’t beat an automatic weapon 
that is very accurate with unlimited ammo. 

— Robert Heckv 



sapon 

V 




UPGRADES 



Name 

Effect 

Description 


Shoulder Stock 

Decreases recoil to 20 

The wooden stock allows shouldering of 
the weapon, reducing recoil and muzzle 
climb to a minimum. 


20 Round Magazine 

Increases ammo capacity to 20 

The box magazine provides twice the 
round capacity and a faster reload. 





Schnellfeuer mechanism allows full- 
automatic fire at 1,000 rounds per 


712 Conversion Kit 

Increases rate of fire to 100 

minute. 



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Anti-tank weapons are designed to destroy enemy armored vehicles such as tanks. These fire rocket-propelled rounds that 
explode on impact. You can also use these weapons against infantry. They cause splash damage to nearby enemies — you 
don’t even have to get a direct hit. 


Ml§ Mooransi HIM 


The Ml 8 fires a high 
explosive artillery shell at 
high velocity. It is extremely 
heavy and very slow to 
reload. 



WEAPON STATS 

Action 

Single Shot 

Accuracy 

90 

Damage 

600 

Damage Radius 

1,000 

Rate of Fire 

5 

Recoil 

50 

Reload Rate 

20 

Player Speed 

70 

Ammo Capacity 

1 


Firing a 57mm rocket-propelled shell, the M18 
was more accurate than the bazooka due 
to its rifled barrel. In addition, the larger 
round was more effective against tanks, 
able to penetrate one inch of armor at ranges of up to 
two and a half miles. 






Name 

UPGRADES 

Effect 

Description 

In 

Enhanced Scope 

Increases accuracy to 95, adds 
adjustable zoom 

A variable sight that allows a range of 
adjustment. 

fed. 

Satchel 

Increases amount of rockets 
carried by 3 

A bag to store more shells. Allows 
more shells to be carried. 

r *> 

Musette Bag 

Increases amount of rockets 
carried by another 3 

A larger bag to store more shells. 
Allows more shells to be carried. 



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I^MinAI 1 ■! 1IONOU* 

Iwfrb©rnE 



The Tank Terror is a rocket- 
propelled weapon good 
at long range. The 88mm 
rocket is easy to reload and 
has good armor penetration, 
but the weapon is very bulky 
and heavy. 


WEAPON STATS 

Action 

Single Shot 

Accuracy 

90 

Damage 

450 

Damage Radius 

900 

Rate of Fire 

10 

Recoil 

40 

Reload Rate 

25 

Player Speed 

75 

Ammo Capacity 

1 



The Panzer schreck was similar to the U.S. 
r bazooka in that it had a reusable tube which 
, launched an armor-piercing rocket. The 
35 backblast of this weapon could be deadly 

to the soldier firing it, who had to wear a gas mask i 
special fireproof poncho for safety A protective i 
was added to make mask and poncho unnecessary 






lask and 
3 shield 

>ary. JF 


Tips from the Developer 
Anti-tank weapons are affected by gravity. If 
you are firing an anti-tank weapon a great 
distance, you will need to aim above the 
target to compensate for the effects of gravity. 



y 



Name 

UPGRADES 

Effect 

Description 


Improved Sights 

Increases accuracy to 95, 
increases zoom 

A variable sight that allows a range of 
adjustment. 


Shell Bag 

Increases amount of rockets 
carried by 3 

A bag to store more shells. Allows 
more shells to be carried. 

E3 

Shell Bag 

Increases amount of rockets 
carried by another 3 

A larger bag to store more shells. 
Allows more shells to be carried. 



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Some weapons are designed for fighting up close and personal. The shotgun is a perfect weapon for close-quarters combat. 
Firing several small projectiles that spread out means you don’t have to take time to aim carefully before pulling the trigger. 
Plus, if you don’t kill an enemy as you are rushing toward him, you can always use the shotgun for a melee attack. 



A powerful and devastating 
weapon, the 12-gauge is 
effective against groups of 
enemies in close quarters. 
It is slow to reload and has 
limited range. 


WEAPON STATS 

Action 

Pump Action 

Accuracy 

20 

Damage 

75 

Rate of Fire 

20 

Recoil 

90 

Reload Rate 

25 

Player Speed 

90 

Ammo Capacity 

8 



u 

0 


Originally referred to as a trench gun due 
to its use in WWI, the M 12 was produced 
by Winchester. Unlike a standard 
X 12-gauge shotgun, the M 12 featured 

a handguard and bayonet mount. 














UPGRADES 



Name 

Effect 

Description 

i 

Modified Choke 

Improves accuracy to 40 

A tighter choke on the barrel constricts 
the shot pattern, allowing greater 
accuracy at longer ranges. 


Magnum Rounds 

Increases damage to 95 

Powerful 1 2-gauge shells deliver heavier 
damage and more knockdown power. 


Ml 16” Bayonet 

Increases melee damage 

A huge bayonet attached to the lug 
on the barrel heat shield that delivers 
devastating one-hit melee kills with a 
longer reach. 



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Grenades are considered indirect weapons. That means you do not have to have a line of sight to the target in order to 
attack. Instead, you can throw a grenade over an object the enemy is using for cover, or — with the exception of Gammon 
grenades — bounce them off walls and around corners to hit unseen enemies as well. Standard grenades have a five-second 
fuse. Since the enemy will run away when a grenade lands at their feet, “cook off” a grenade by pulling the pin and holding it 
for two to three seconds before throwing it so that you time it to explode just as it reaches your target. 


No.® Gammon q: 


An elastic bag stuffed with a large 
amount of plastic explosive and armed 
with an Always Fuze. It has massive 
damage potential. 



WEAPON STATS 


Action 

Thrown 

Damage 

700 

Rate of Fire 

800 

Player Speed 

100 

Ammo Capacity 

1 



This was a very interesting grenade that 
could be stuffed with different amounts of 
4r v > ; plastic explosive, depending on the target. 

S ! -3 The Always Fuze would arm in flight and then 
explode on contact. It got its name because the fuse would 
detonate no matter which way the grenade landed. The 
Gammon grenade was effective against armored vehicles 
such as tanks. In the game, the Gammon grenade has a 
five-second fuse like the other grenades. 


r <! 





Name 

UPGRADES 

Effect 

Description 

ea 

Satchel 

Increases amount of grenades 
carried by 3 

A bag designed to hold more grenades. 


Bandolier 

Increases amount of grenades 
carried by 3 more 

A bag designed to hold more grenades. 

1 

Musette Bag 

Increases amount of grenades 
carried by 3 more 

A bag designed to hold more grenades. 



A metal body stuffed with an explosive charge 
designed to break up into multiple fragments. 
The fuse can be shortened by cooking the 
grenade. 



WEAPON STATS 


Action 

Thrown 

Damage 

250 

Damage Radius 

650 

Player Speed 

100 

Ammo Capacity 

1 





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This grenade’s body was cast iron. The serrations that gave the grenade its pineapple appearance were designed 
to create about 1,000 lethal fragments. While the grenade could be thrown about 100 feet, fragments could be 
dangerous up to 150 feet. Therefore, troops were trained to duck until their grenade detonated. 





Name 

UPGRADES 

Effect 

Description 

Fa 

Satchel 

Increases amount of grenades 
carried by 2 

A bag designed to hold more grenades. 


Bandolier 

Increases amount of grenades 
carried by 2 more 

A bag designed to hold more grenades. 


Musette Bag 

Increases amount of grenades 
carried by 2 more 

A bag designed to hold more grenades. 



The Stick grenade, or Potato 
Masher, is a heavy metal that 
can be filled with explosive and 
attached to a wooden handle. 



WEAPON STATS 


Action 

Thrown 

Damage 

350 

Damage Radius 

750 

Player Speed 

100 

Ammo Capacity 

1 



Though larger than MKII grenade, t 
Model 24, with its wooden handle a 
like a lever, could be thrown almost 
twice as far. 





Name 

UPGRADES 

Effect 

Description 


Satchel 

Increases amount of grenades 
carried by 2 

A bag designed to hold more grenades. 


Bandolier 

Increases amount of grenades 
carried by 2 more 

A bag designed to hold more grenades. 


Musette Bag 

Increases amount of grenades 
carried by 2 more 

A bag designed to hold more grenades. 



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As important as it is to know your weapon, it is also vital to know your enemy. During the missions, you will face 10 enemies. 
While all are trained and dangerous, those in the earlier missions are relatively tame compared to those you face in the final 
couple of missions. Before each mission, look at the opposition you will face. Then you will know what to expect and how best 
to defeat them. 



Medal of Honor Airborne uses a unique system to control the 
nonplayer characters (NPC) including both the Axis enemies and 
your allies— the paratroopers who fight alongside you. 

Because you can drop into a mission anywhere within your drop 
zone, then advance on objectives in whichever order you choose, 
the artificial intelligence (AI) must be able to respond to a great 
number of possibilities. As a result, the Al-controlled NPCs’ actions 
can’t be scripted as they are in many first-person shooter games. 
Instead, each NPC must think for himself and react according to 
his surroundings. 

To accomplish this, the game developers created a new way of 
programming the AI. The result is the Affordance Engine. In a 
nutshell, this engine gives each NPC a series of processes such 
as selecting targets, moving into cover, detecting and prioritizing 
threats, and so forth. The information in this chapter will help you 
understand how individual types of enemies will react differently. 
For more on the Affordance Engine, see the next chapter on 
Tactics. 



Two of the stats listed for each enemy are battle experience and 
combat effectiveness. 

Battle experience refers to how the NPC reacts to his 
enemies — you and your allies. The more experience he has, 
the more likely he is to use cover effectively, fire in shorter 
controlled bursts, and blind fire around cover. In addition, the 
higher the experience, the more aggressive the soldier. There 
are six different levels of battle experience. 

Combat effectiveness is a measure of how much damage the 
NPC can inflict as well as the amount of damage he can receive 
before dying. The higher the combat effectiveness, the greater 
the damage — even if the NPC is using the same weapon as a 
less effective NPC. This is due to the way the weapon is used 
and the accuracy of the firer. There are ten different levels of 
combat effectiveness. 






Primary Weapon 


K98k Karabiner Kurtz Rifle 


Secondary Weapon Model 24 Stielhandgranate 


Battle Experience Trained 




Combat Effectiveness 1 


Mission Appearances Husky 


The Italian Blackshirt is the standard infantry you face during the first 
part of Operation Husky as you go after the initial objectives. While they 
are the weakest of the enemies, they can still cause you damage. Armed 
with a bolt-action rifle, they only take a shot or two before getting behind 
cover. While they do move into an area that is under their control or 
vacated by the Americans, they do not pursue. Rather, they try to reclaim that 
territory they might have lost. Occasionally a Blackshirt throws a grenade. 


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Historical Note 

“The Blackshirts” was the name given to the supporters of Fascist leader Benito Mussolini during his rise 
to power— essentially II Duce’s muscle— due to their black uniforms. During the war, the Blackshirts fought 
alongside the Italian Army in North Africa and other campaigns. However, unlike the army, their loyalty was first 
to Mussolini. 





Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 


MP40 Maschinenpistole Submachine Gun 
Model 24 Stielhandgranate 
Trained 
1 


Mission Appearances Husky 

Armed with a submachine gun, the Vicecapo Blackshirts behave similarly to 
the regular Blackshirts. They, too, are found only during the initial objectives of 
Operation Husky as they help defend the AA guns from the paratroopers. Due 
to their weapon’s high rate of fire, the Vicecapo Blackshirts can cause more 
damage than their fellow Italians. 





Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 
Mission Appearances 


MP40 Maschinenpistole Submachine Gun 
Model 24 Stielhandgranate 
Skilled 
2 

Husky 


The Heer infantry is the standard soldier in the German Army. The 
tropical variety are found only in Operation Husky during the later part 
of the mission. Not as experienced as their European counterparts, the 
Tropical Heer Infantry carry submachine guns and can still cause a lot 
of damage. They occasionally use grenades to attack enemies behind 
cover. 




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* 






Mill OMUL 


Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 
Mission Appearances 


MP40 Maschinenpistole Submachine Gun 
Model 24 Stielhandgranate 
Proven 
3 

Husky, Avalanche 


While armed the same as the Tropical Heer Infantry, the Heer Officer 
more experience and is more effective during combat. These soldiers 
also more likely to throw grenades. 



Primary Weapon G43 Gewehr Rifle 


Secondary Weapon 
Battle Experience 


Model 24 Stielhandgranate 
Skilled 


Combat Effectiveness 3 

Mission Appearances Avalanche, Neptune 

European Heer Infantry are more effective than their Tropical 
counterparts and are also armed with rifles. Although the rifles do 
not have as high a rate of fire as the other Heer troops’ weapons, 
the European Heer Infantry can cause more damage with their 
weapons due to the rifle’s greater accuracy and greater damage 
inflicted per round. 





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WAFF IN INFANTRY 


Primary Weapon MP40 Maschinenpistole 

Submachine Gun 


Secondary Weapon Model 24 Stielhandgranate 


Battle Experience Proven 


Combat Effectiveness 4 


Mission Appearances Avalanche, Neptune, Market Garden 


The Waffen infantry are the more elite soldiers in Operation 
Avalanche. However, they are the basic units during both 
Neptune and Market Garden missions. Due to their use of a 
submachine gun, Waffen Infantry are deadlier at close range, 


Historical Note 


The Waffen were a separate organization than the German Heer (Army). The Waffen were actually the military 
arm of the Schutzstaffel or SS, the security force for the Nazi party As such, Waffen soldiers’ loyalty was to 
Hitler. Waffen units were usually the elite, receiving better equipment and supplies than the standard army. 





WAFFEN OFFICER 


Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 
Mission Appearances 


StG.44 Sturmgewehr Automatic Rifle 
Model 24 Stielhandgranate 
Veteran 
5 

Neptune, Market Garden, Flak Tower 


Waffen officers appear during the middle missions and are bigger 
threats than Waffen Infantry due to their greater experience as 
well as their more powerful weapons. The automatic rifle they 
carry can be deadly at close and medium range. 



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Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 


G43 Gewehr Rifle 
None 
Veteran 
6 


Mission Appearances Market Garden, Varsity 

Although they are not armed with the sniper version of the G43 rifle, 
Waffen senior troopers act as the German snipers during Operation 
Market Garden. They usually are found in elevated positions from 
which they fire down on the enemy below. They do not throw grenades. 
However, they tend to pursue or hunt you during a mission if on the same 
height level. 





WAFFEN STORM LEADER 


Primary Weapon 


Appearing only in the latter two missions, the Waffen Storm Leader is very 
aggressive and not afraid to fight. In addition to firing an automatic rifle, 
they also like to throw grenades. Therefore, when you see one of these 
enemies, be ready either to move away from a grenade, or to kick it back 
at the thrower. 


StG.44 Sturmgewehr Automatic Rifle 


Secondary Weapon 


Battle Experience 


Combat Effectiveness 


Mission Appearances 


Model 24 Stielhandgranate 


Elite 


Varsity, Flak Tower 





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INFANTRY 


Primary Weapon 
Secondary Weapon 
Battle Experience 
Combat Effectiveness 


G43 Gewehr Rifle 
Model 24 Stielhandgranate 
Veteran 
7 



Mission Appearances Market Garden, Varsity, Flak Tower 

Fallschirmjager infantry are the most elite of the standard infantry 
units and are quite deadly with their semiautomatic rifles. They like 
to maneuver during a firefight, moving quickly from cover to cover, 
making it tougher to line up a shot at long range. Watch for their 
grenades because Fallschirmjager throw them not only to kill 
enemies behind cover, but to distract enemies while they move 
into a better position. 


Historical Note 

The Fallschirmjager were the German paratroopers. Like their American counterparts, they were considered the 
elite of the German military and actually part of the Luftwaffe, or air force, rather than the army While they took 
part in airborne operations during the invasions of Holland and Belgium, as well as the all-airborne invasion of 
Crete, by the middle to end of the war, they stayed on the ground in the role of elite infantry 





Battle Experience Veteran 


Combat Effectiveness 8 


Mission Appearances Market Garden, Varsity, Flak Tower 


If the Fallschirmjager are the best of the standard infantry units, then 
the Fallschirmjager commander is even better. They have a higher 
combat effectiveness and a deadlier weapon, so watch out for these 
troops during a fight. Be sure to find cover or you will be killed. 


Primary Weapon StG.44 Sturmgewehr Automatic Rifle 

Secondary Weapon Model 24 Stielhandgranate 



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Primary Weapon 
Secondary Weapon 
Battle Experience 


G43 Gewehr Sniper Rifle 

None 

Elite 


Combat Effectiveness 8 

Mission Appearances Varsity, Flak Tower 

Fallschirmjager snipers always take up elevated positions, such as on 
top of buildings or other high structures. Armed with a sniper rifle, 
they are extremely accurate and can cause a lot of damage with 
each hit. Since their sniper rifle is semiautomatic, they can fire quite 
rapidly compared to other snipers. Watch for the sunlight glinting 
off their scopes since this is a telltale sign of their location. Often 
you need a sniper rifle of your own to kill these deadly hunters. 



Primary Weapon 


RPzB 54 Panzerschreck 


Secondary Weapon 


None 


Battle Experience Special 

Combat Effectiveness 9 

Mission Appearances Market Garden, Flak Tower 

The Panzergrenadiers are deadly with their Panzerschrek rocket 
launchers. They are easily identifiable by their black uniforms and gas 
masks, which protect them from their weapon’s backblast. The rocket 
travels slower than a bullet, so you can usually duck behind cover as 
soon as you see one launch. However, because the rockets cause 
blast damage, the Panzergrenadier does not have to get a direct hit 
to wound or kill. It is very important to kill them quickly before they 
kill your fellow paratroopers. 





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Primary Weapon 


Secondary Weapon 


MG42 Maschinengewehr 
Light Machine Gun 

None 


Battle Experience Special 

Combat Effectiveness 1 0 

Mission Appearances Varsity, Flak Tower 

The Nazi Storm Elite is the ultimate soldier. Armed with the 

same machine gun you face from mounted positions, this 
enemy advances toward you while firing long bursts from his 
weapon. Not only can these soldiers put out a lot of firepower, 
they also can take a lot of damage. While Nazi Storm Elite 
soldiers never take cover, they do move away from grenades 
that land close to them. Therefore, when using Gammon 
grenades, which are the best for tackling this enemy, be sure to cook them 
so they detonate shortly after landing near your target. Nazi Storm Elites 
are also very vulnerable to headshots. A couple of hits with a sniper rifle 
usually does the trick. However, if they are close, use an automatic rifle and 
aim at the enemy’s chest so that as your weapon recoils and your aim goes 
up, you catch the Nazi Storm Elite with a few rounds to the head. You face a 
couple of these during Operation Varsity and lots more during the Flak Tower 
mission. 



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Having covered the basics of combat, the specifics of weapons, and the types of enemies against which you must fight, it is 
time to combine all three into methods for achieving victory — tactics. 




W1MTOIUM0) 

The overall drop 
zone for most 
missions is quite 
large. It can be 
limited to a part 
of the map or 
even include the 
entire map area. 
Therefore, your 
choices of places to 
touch down are many. Before you select a spot to land, you 
must know what you want to do. If you do not know what 
you want to do, it really does not matter where you land. 



At the start of every mission, you must parachute down to 
the ground. Because of this, each time you play a mission 
can be different, depending on where you land. While 
you have already trained in the skills necessary to steer 
a parachute and perform a successful landing, another 
important part of being an airborne trooper is knowing 
where you want to land. 






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There are several factors you must consider when deter- 
mining your landing spot. First, what objective are you going 
to go for first? That alone helps narrow down the best area 
within the drop zone. You usually want to land as close to an 
objective as possible. 

Enemy presence is another factor. While you might be 
able to drop right on the objective, these locations are 
usually heavily defended and if you drop there, you will 
be lucky to get out of your parachute before being killed. 
Therefore, look for a spot where you can land without 
coming under immediate enemy fire. If it is close to the 
enemy, then does it at least have cover between you and the 
enemy? 

The final factor is the advantage the landing spot provides. 
This could be a high elevation that allows you to fire down on 
the enemy below or a spot that lets you flank or attack the 
enemy from the rear. By landing in certain areas, you can 
bypass some of the enemy’s defenses. 



1 . Proximity to objective 

2. Enemy presence 

3. Advantage 



allies, you are on your own. Although other paratroopers may 
eventually drop in to help, you must survive solo for a while. 

Secure Zones (SZs) 

Each mission has 
one, two, or even 
three Secure Zones. 

These are easy to 
spot from the air 
because they are 
designated with 
a green smoke 
grenade. SZs are 
usually safe places 
to land because they are often separated from enemy 
positions by cover. Since SZs are the planned landing spot 
for paratroopers, that is where crates of supplies are 
dropped. You can always restore your health to full and fill 
up your weapons ammo at SZs. Some even have crates of 
explosives to restock all of your grenades. Finally, SZs are a 
good place to team up with other paratroopers. 



Secure zones are great places to land when playing a mission 
for the first time. They offer a chance to get your bearings and 
take off your chute before you are thrust into a firefight. 


Skill Drops 


Each mission offers you a chance to prove your abilities 
as a paratrooper with five skill drops. These locations can 
be identified by a parachute canopy hanging nearby. When 
you pass by a skill drop, a message appears on the screen, 
informing you what you must do to complete that skill drop. 
These range from landing on a church steeple to landing on 
top of a wall to landing through a doorway. Some skill drops 
are more difficult to land than others. At the end of each 
mission, your stats list how many of the five skill drops you 
were able to complete. 

Skill drops are more than just challenging places to land. 
Just about every one offers some type of advantage. They 
may be close to an objective, place you in a great spot for 
sniping down on the enemy below, or offer an alternate 
route to an objective. For more information on specific skill 
drops, see the skill drop section in each mission chapter. 



To get all five skill drops for a single mission, you must either 
wait until you die and jump again into the mission, or land on 
them when you play the mission over again. When you have 
landed on a skill drop, it is awarded to you for not only the 
mission or campaign, but stays with your player profile. 




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I^Mi nAI 1 ■! IIONOU* 

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There are several 
different types of 
weapons you can use 
during a mission. 

As mentioned in The 
Armory chapter, 
each weapon as its 
purpose. Therefore, 
when engaging the 
enemy, you can be 
more combat-effective by using the correct type of weapon. 




Tips from the Developer 
Weapons become less accurate when moving 
and turning, and are most accurate when 
you are motionless and in ironsights. Take 
advantage of this without spending too much time 
standing still by learning how to stop and pop — that 
is, moving around and lining up the shot, then 
quickly tapping the ironsights button and firing 
immediately. This is especially important with 
slow but powerful rifles like the German K98k. 


s 

lat 

V 


While moving through a building such as a house 
with small rooms and narrow hallways, a submachine gun 
or even a shotgun is the weapon of choice. These weapons 
are not accurate at medium or long range, but their great 
firepower means you don’t have to be as careful about 
aiming when an enemy surprises you. 


The enemy likes to 
hide behind cover, 
making it difficult 
to kill them. That is 
when you pull out a 
grenade. Grenades 
are an indirect 
weapon. You do not 
have to be able to 
see your enemy to 
use a grenade successfully. When entering a room that you 
know contains enemies, toss in a grenade first. Because 
you cannot necessarily see where the enemies are, use your 
compass to aim. Then throw a grenade so it either bounces 
off a wall and lands near the enemy, or cook it off and then 
peek around the doorway to throw it. Even if you don’t kill 
your target, you may force him to run out of the room so 
you or an ally can kill him with a submachine gun or other 
weapon. Grenades are also great for killing soldiers manning 
machine guns. 




Tips from the Developer 
Two grenades are better than one, so give 
this a shot. Drop an uncooked grenade 
at your feet and immediately begin cooking 
a second grenade. Walk toward the dropped 
grenade and kick it immediately after throwing 
your cooked grenade. BOOM-BOOM! 


v 


Rifles are best used for medium-range targets because 
they are more accurate. Although they do not have the 
high rate of fire of a submachine gun, if the enemy is at 
a distance, you have more time to aim and use cover to 
make each shot count. Rifles also cause more damage than 
smaller weapons. As a result, you do not have to get as 
many hits to kill an enemy. 

Automatic rifles can function in combat at both close 
and medium ranges. Although not as accurate as a rifle at 
medium range, the automatic rifle’s high rate of fire makes 
up for this. Automatic rifles also have more stopping power 
than a submachine gun, so when you can pick one of these 
up, swap it out for that weapon. 


You can pick up 
and use German 
stick grenades as 
well — effectively 
doubling the total 
number of grenades 
you can carry. The 
German grenades 
tend to bounce more 
than the MKII Frag 
grenades issued by the U.S. Army — especially with long 
throws, so practice with them a bit to get the feel for the 
difference between the two types. 



Often it is best to engage the enemy at long range where 
they can’t return fire as effectively. For these engagements, 
a sniper rifle is a must. In fact, as soon as you can get a 
sniper rifle (in the latter part of Operation Husky], grab one 
and keep it with you at all times. 





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The missions are full of objects that you can hide behind. 
Since these objects also stop bullets, it is a good idea to use 
them. The worst thing you can do during a firefight is stand 
out in the open. You might as well have a big red and white 
bull’s-eye on your chest because that is what you are — a 
target. 


If you want to survive on the battlefield, you have to 
become an expert at using cover. Even while you are still in 
the air and getting ready to land, start looking for what you 
can use for cover if you come under attack right away. On 
the ground, if enemies are around, you must move from one 
piece of cover to another. While buildings are considered 
high cover — they protect you while standing — walls, 
sandbags and crates are often offer low cover that you 
must crouch behind for protection. 



Tips from the Developer 
Grenades and other explosive weapons 
will not harm you if you have good cover 
between yourself and the explosion. Use this 
to your advantage. A sniper rifle is a good counter to 
an enemy using an anti-tank weapon if you can learn 
to use cover effectively. Conversely, if you are using 
an anti-tank weapon or a grenade against a sniper in 
hiding, your best bet is to try and hit the ground 
near him in such a way that his cover will not 
protect him from the splash damage. 



When moving to cover, always sprint. If you are crouched 
down behind cover to begin with, use the crouch sprint 
to get across open ground to the next piece of cover. The 
faster you move in the open, the less likely the enemy will 
shoot you. However, to increase your odds even more, fire 
a few shots or bursts at the enemy and force him to duck 
down behind cover before you make your sprint. Remember, 
when behind cover, peek over or lean around the cover when 
you shoot the enemy rather than standing up or strafing to 
the side so you expose a smaller part of your body to the 
enemy. 



Tips from the Developer 
Save your health! If you are on the verge of 
losing a bubble of health, run to cover and 
wait until it is restored. You never know 
when you are going to need that one bubble 
between now and your next objective. 





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HONOR 


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The enemy can be 
tough to defeat 
when they set up in 
a defensive position 
and behind cover. 
While you can trade 
shots at each other 
from behind cover, 
there is a better way 
to fight — flank them. 
Flanking works best when you are fighting alongside your 
allies. They almost always engage the enemy head-on. As a 
result, they can fix the enemy and possibly suppress them 
as well. This gives you the opportunity to maneuver to come 
at the enemy from the side or rear, where you can attack 
from an angle where they have no cover. 


Even if you can’t kill them outright, by flanking you may 
force the enemy to move out from behind their cover 
because your new approach has now made their position 
untenable. As a result, your allies may be able to kill the 
fleeing enemy as they run for new cover. 



When flanking an enemy, don’t limit yourself to two dimensions. 
Think like a paratrooper in three dimensions. While you may not 
be able to move around an enemy while on the ground, using 
rooftops and other heights may be just the key to finding the 
flank you can use. 




One important 
aspect designed 
into each and every 
mission is what the 
developers of the 
game refer to as 
verticality. Whether 
it is a rooftop, 
an upper floor, a 
small hill, or even 
a catwalk, you can always find elevated positions. As a 
paratrooper, you can often choose to begin in such locations 
by landing there in the first place. In almost all circum- 
stances, you gain an advantage with the high ground. 

Not only do rooftops and upper levels often offer a way to 
get around the enemy’s defenses and possibly flank them, 
firing from a height advantage can essentially be a flanking 
attack. They lose the protection of their cover when you are 
positioned above them because your line of fire reaches over 
the top of their cover rather than being blocked, as it would 
be if you were on the same level. This is also true when 
using grenades. Rather than having to lob a grenade over 
an obstacle, you can just drop grenades right on top of your 
enemies. 




In addition to gaining an offensive advantage over lower 
enemies, you also gain a defensive advantage, because 
anything you use as cover is now more effective when an 
enemy below tries to attack you. Therefore, when up high, 
crouch down so the enemy can’t shoot you, then peek down 
to fire — even if your only cover is the peak of a rooftop or an 
edge of an upper level. 





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Tips from the Developer 
Keep your eyes peeled for pathways 
back to the rooftops or other heights. 

If you did not take the opportunity to 
land on the rooftops on your initial descent, you 
can still get back to the roof via ladders and 
stairs. If a particular encounter is posing 
a significant problem, rise above it. 




As the head of the Infantry School at Fort Benning during 
the late 1920s and early 1930s, George Marshall, who 
would later become the Army chief of staff and general 
during WWII, wanted to prepare the U.S. Army for the 
next war. Having served in the First World War, Marshall 
saw the carnage resulting from frontal attacks on enemy 
trenches. While other armies were developing volumes of 
tactics for every conceivable situation, Marshall wanted 
something simple. He knew that during another war, the 
U.S. Army would be made up of mostly draftees taken 
right out of civilian life. There would not be a lot of time 
to train these men how to be soldiers, let alone teach 
them a vast number of tactics. What if they needed to be 
taught only a single tactic? 

Marshall decided that the Infantry School would teach 
only one tactic — the holding attack. Taught in only five 
minutes, the holding attack could be used in any situation. 
Terrain, force size, weather — none of these mattered. 

The tactic was always the same. First you sent part of 
your force to advance on the enemy and engage, pinning 
down the enemy and preventing them from maneuvering. 
Then another part of the force maneuvered around the 
enemy to hit them in the flank or rear. Additional forces, if 
available, could be held in reserve to help out either of the 
two forces, depending on the results of the attack. Armed 


with a single, all-purpose tactic, American soldiers, from 
generals to sergeants, could focus on implementing the 
tactic rather than determining which tactic to use. 

Marshall simplified the Army’s training and made it 
more relevant to the battlefields of the twentieth century. 
This was in reaction to the methods of World War I, 
which reflected warfare of the nineteenth century. To 
help impart this information, Marshall was instrumental 
in the publishing of Infantry in Battle. This military 
text used examples from World War I to illustrate 
key military principles — all of which had been studied, 
analyzed, and tested at the Infantry School. As a result 
of Marshall’s foresight and that of other young officers 
(such as Matthew Ridgeway who later commanded the 
82nd Airborne Division) during the interwar years, the 
American soldier was better trained to think on his own 
during battle rather than wait for instructions from his 
superiors. This was not true for the soldiers of other 
countries. 

If you would like to read Infantry in Battle, an electronic 
copy is available on the U.S. Army’s Command and 
General Staff website at http://cgsc.leavenworth.army. 
mil/carl/resources/csi/iib_iji/iib_iji.asp#41 6. 


% 




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To understand the tactics the enemy uses against you, you 
first need to appreciate how the enemy artificial intelligence 
(Al) thinks. Since this game is an open, sandbox-style game 
rather than the typical linear shooter, its Al is different. In 
linear games, the Al can be scripted for each engagement 
because the player always comes from a specific direction 
and must move through a defined area. Since you can drop 
into a mission pretty much anywhere, select which objectives 
you want to go after first, and even from which direction 
you want to attack, scripting the enemy Al would not work. 
Instead, a new system was developed to allow the Al to react 
to the your actions, which could be different each time. 



The enemy detects threats — such as you — in three different 
ways. First, if an enemy sees you, it will then begin attacking. 

The second way is by sound. If you are running, you make a lot 
more noise than when you are moving slowly while crouched. 
The more noise you make, the more likely it is that the enemy 
will detect you — and at longer ranges. Finally, when you fire 
at the enemy, it automatically realize there is a threat. That is 
why after you take a long range shot with a sniper rifle, those 
enemies close to the bullet’s path, or near the enemy you killed, 
will take cover. Therefore, when trying to flank an enemy, go low 
and slow, and make sure you aim carefully with your first shot. 


The Affordance 
Engine was the 
solution. It basically 
uses the same 
system a real 
commander on the 
battlefield would use 
to make decisions — 
affordances. An 
affordance is a 
feature of the immediate environment that offers some 
type of advantage. For example, a rooftop provides a better 
view and larger area of fire for a soldier. A wall provides a 
defense against enemy fire. However, an upper floor of a 
building would offer both of these affordances — increased 
attack ability as well as increased defense. In real life, a 
commander would order his troops to move into positions 
where they could maximize their affordance against the 
enemy while minimizing the enemy’s affordance against 
them. The same goes for the game’s enemy Al. 


Let’s take a look at how this works in the game: While 
advancing toward an objective, you come across a group of 
enemies. When they detect you, or you attack them, the 
enemy soldiers return fire and move to cover because that 
provides a defensive advantage to them. If a machine gun 
position is not occupied, a soldier may move to the gun and 
man it because it provides a firepower advantage as well as 
a defensive advantage (since the machine gun has sandbags 
around it). 

If you just stay hidden behind cover, some of the enemy 
may begin to advance on your position. Since you are not 
firing and threatening them, they try to gain an offensive 
advantage over you while moving away from their defensive 
advantage — their cover. If possible, they try to move into a 
position to reduce your defensive advantage and flank you. 

Now, you peek up over your cover and begin firing on the 
advancing enemies, killing some of them. As you become 
more of a threat, the rest seek cover. As you begin to 
advance around to one side to flank them, the enemy 
realizes they are losing their defensive advantage and begin 
to move to new cover that can protect them against attacks 
from your new position. As a result, the engagement 
becomes very fluid. 



The Affordance Engine even controls the way the enemy reacts 
to a grenade you throw at them. The grenade represents a big 
threat, so they quickly move to get away and find cover that 
can protect them from the grenade. However, if you throw the 
grenade too short and it lands on the opposite side of cover 
from the enemy, they will stay put since the cover they have will 
protect them. 


As a result of your flanking maneuver, you are able to kill 
several of the enemies. Your allies (fellow paratroopers) 
are advancing forward along with you. The few remaining 
enemies now realize they are outnumbered and at a dis- 
advantage. As a result, they withdraw, moving away from 
the engagement and stopping to take cover where they once 
again have an advantage, as this new position shelters other 
enemy soldiers as well. 

Feeling confident, you rush after the enemies and end 
up wounded. Your allies are also getting hammered. As 
you return to an SZ to restore your health and your allies 
are killed, the enemy realizes they can advance back to the 
original position since the threats there have decreased. 






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That example shows the basics of how the Affordance 
Engine works. As you go up against more elite enemies, 
you will notice they act a bit differently. They tend to be 
more aggressive and charge at you more. This is because 
they have more firepower and can take more damage. 
Because they already have an advantage, they advance. 

If you represent a bigger threat by firing at them with an 
automatic weapon at close range, they will then tend to take 
cover. 

Now that you have 
an understanding 
of the Affordance 
Engine, how can you 
use this information? 

The key is always 
to seek to minimize 
the enemy’s affor- 
dances. If they have 
cover, get them to 
move out of it by flanking them or throwing a grenade over 
the top of the cover. Climb up on a rooftop to reduce the 
effectiveness of their cover. Fire at the enemy to pin them 
down behind cover so you or your allies can advance without 
taking fire. While this may seem academic now, as you play 
through the missions and observe the enemy, you will see 
the enemy react to your actions by trying to maximize their 
advantages and minimize yours. 




Tips from the Developer 
You do not need to hit your target to 
be combat-effective. Any enemy who 
takes cover can be pinned in place from 
suppressing fire. Use an automatic weapon to 
fire a long burst in the opponent’s general 
direction, then move around to his flank to 
finish him off. 


/ 





When you drop into a mission, other paratroopers are 
dropping along with you. Airborne troops were trained 
to work as a team. If you try to go it alone, leaving your 
allies behind, you will find the missions to be much more 
challenging. Therefore, work with your allies, letting them 
help you as you help them in turn. 



Tips from the Developer 
When fighting alongside a group of allies, 
observe their movements and try to stay 
with them as they advance. Do not push too 
far ahead of the group, either, as you may find 
yourself stranded without helpful suppressing 
fire if your allies die. 


y 


Your allies use the same Affordance Engine as 
the enemies. They seek to increase their advantages while 
decreasing those of the enemy. However, the airborne 
troops have something the enemy does not — you. Without 
you, your allies can’t advance to an objective on their own. 
They need your help to clear out the enemies so they can 
move forward to the next position. 



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While you cannot 
directly control your 
allies, you can work 
with them. During 
an engagement, they 
fire at the enemy 
and kill some of 
them while you do 
the same, helping 
you to clear out the 
enemy. The other advantage of sticking with your allies is 
the enemy must divide their fire between you and your allies. 
If you are on your own, every enemy you encounter is firing 
at you. 

Your allies can also warn you of danger or request your help. 
During a firefight, if you have the enemy pinned behind cover, 
a paratrooper may say, “Travers, cover me” (your character 
is Boyd Travers). The paratrooper then rushes toward the 
enemy. If you lay down suppressing fire to force the enemy to 
keep their heads down, your ally can move around the enemy’s 
cover to flank and kill them. However, if you just duck behind 
your cover, most likely your ally will be killed. 




Tips from the Developer 
Keep an ear open to your allies 1 chatter. 
Your friendly squad members can point out 
grenades, enemy reinforcements, or friendly 
losses. If your allies call out to advance, support 
them with suppressing fire or charge ahead with 
them. Your allies will hold territory for you, but 
only if you are vigilant about ensuring their 
survival as well as your own. 


The best way to observe how your allies function 
is during Operation Husky. As you advance through the gate 
and into the hilltop houses, where the first machine gun 
is at the end of the street next to a halftrack, leave your 
allies in the street and head up to the gatehouse. Fire your 
rifle out the window at the enemies below. As you begin to 
clear them out, especially those manning the machine gun, 
watch as your allies begin to advance to man the machine 
gun themselves and begin to clear out the house on the 
left. They then continue to advance to the next engagement. 
This tactic of staying back and supporting your allies is even 
more effective when you have a sniper rifle. 



TACTICS 




This game offers a lot of flexibility for the player. Each 
mission can be completed in a number of different ways. 
There is no single way to play. If you like being a sniper, find 
good spots from which you can fire on the enemy below and 
help clear the way for your allies to advance. On the other 
hand, if you like to be in the middle of the action, grab a 
submachine gun or even a shotgun. For this type of fighting, 
you must be good at using cover. Develop your own tactics 
that reflect your style of play. Experiment with different 
ways of playing. The more you play each of the missions, the 
more you will appreciate and enjoy this game. 





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The object of war is not to die for 
your country but to make the 
other bastard die for his. 

— General George S. Patton 


48 


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// jjuLf, 1993 

Ake muck ankeip/k^ muedAMm oj Jtitteet ttmopean jjOdineAA ueaA txzkincj, 

-place,. Ahe82dAinlmme9bwxAuM-, in iuffxat o{ the ieu inuaAuux, 

in iicity an the rntydi- oj 9 and 1 1 [juty 1993. It wuA one o{ the tyid uAeA- 
o{ alkane buaapA- in the hudeAf a{ the V.C. Arnuf. Che mwA a{ the iieity 
jump ■ lejft me with an empty- {eelmcj-. I waA a cjpuilityd paAotnaopeA-, eaefeA- 
to. iee action, hut 9 {ound wujAel{ dill at Qod kenning, (jMuq thAxuuty what 
9 conUdeAed menial tAalnincj- exeAeiAeA inAudun/f mxaw jumpA. due to- duet 
ceniaedup- in the newA, it waA dayA hetyie we knew- what had happened in 
Cieity. CheAe wene uaAjpinq- AepoAtA aA- ta the extent o{ caAualtiei. Hut one 
thintf waA cedaln: Che 82d would dmn he in needo{ neplaeementA. 9 expeeted 
that dtentty we would he neceuuncj- a iailincj- date, hut {oa- one neoAon oa- 
anctkety we encmiuJeded delcup. 

16 Aucjuti 

Wc we/ie 6MppMed t& licuie tejjt taAt dneAxl/up, tuit it wui pedkpxtned 
tteeuuie we did wot Uaee men emu<qk to- ptt tke oedesi. dkeip need 1,500 
pcuu at 'wop&ti,, and ail cpinp aA nepteieemenii, 4o- iked qjweA ipu an idea oj wkxk 
happened in tkieihj,. Akesie one 6 7 ct^ice/iA aUe on tke ikipment. 


—jJameA MeeptlaA, /?// kte fadzp A /deek/z 


(kleuh Ijedik: kadddcun JtcuiAej , 1 9—310 


49 


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EDA l«r HONORS 

r A'IRB©RNE 



Briefing 

As a part of the invasion of Sicily, your unit will be dropping into the town of Adanti with 
orders to secure it from the enemies and prevent them from using it as a staging area for 
counterattacks against Allied amphibious landings on the coast. You must first neutralize 
the antiaircraft emplacements in the town and then drive out the enemy 









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LEGEND 




SGflaaiSHS® 


1 Destroy Hill Houses’ AA Gun 

2 Destroy Northeast Gate’s AA Gun 

3 Destroy Town Hall’s AA Guns 

4 Assemble with Airborne at 
North Gate 


^ Locate Missing Sniper Team 

6 Eliminate German Commander 

7 Assemble with Airborne at Town 
Square 

8 Eliminate 3 German Officers 


H Behind Church 


I inside light green overlay I 


Tower Plaza 


hme 

fl Land through the gatehouse 
window 

S Land on the balcony through the 
opening 

© Stick the landing on the church 
steeple 


©Get”© 

4 Land on the small rooftop 

B Land on the catwalk inside the 
tower 


f^| Springfield Sniper Rifle 


Machine Gun Positions S Health 


Ladder 


EZtesslIlgiDai^ 


Wtegsm [ksailaQas 



Ml 928 Thompson 
Ml Garand 


Ml 911 Colt .45 


Operation Husky 

Following success in North Africa, the Allies 
continued operations in the Mediterranean 
Theatre. Winston Churchill, the British Prime 
Minister, viewed Italy as “the soft underbelly” of the Nazi 
crocodile. However, in order to invade the Italian peninsula, 
the Allies would need a base of operations closer than North 
Africa. The island of Sicily, located just off the coast of the 
“toe” of the Italian “boot,” was chosen as the prelude to the 
invasion of Italy. 

Allied infantry divisions would be hitting the shore on 
the morning of July 10, 1943. To help support them, British 
and U.S. paratroops were dropped the night before to act as 
roadblocks to slow down Italian and German forces moving to 
the beaches to repel the Allied landings. While there had been 
some smaller airborne drops during Operation Torch— the 
invasion of North Africa — Husky would be the first major 
Allied airborne operation. Due to the limited number of 
aircraft, only the 505th Parachute Infantry Regiment (PIR) 
from the U.S. 82nd Airborne Division would make a drop 
that first night along with the 3rd Battalion, 504th PIR. They 
would support the U.S. landings while the British 1st Airborne 
Division would support the British landings. 



Since many of the pilots carrying the paratroopers had little 
experience flying in formation at night with only a quarter 
moon providing very little light, the drop started to fall apart 
before the transport planes were even close to Sicily. As a 
result, only 20 percent of the paratroopers landed somewhere 
near their drop zones. Others were scattered— some were 
up to 65 miles away! General James Gavin, the airborne 
troop commander for this drop, was not even sure if he was 
in Sicily when he hit the ground. However, a few units were 
able to assemble and move on their objectives. The rest of the 
paratroopers acted on their own, causing as much confusion 
as possible and doing what they could to tie up enemy troops. 
In fact, the wide dispersion of paratroops actually slowed down 
the Italian response to the invasion because the commanders 
were getting reports of paratroopers all over southeastern 
Sicily and did not know where to concentrate their forces. 
Although the paratroopers were not able to achieve all 
of their objectives, they did slow down the enemy 
counterattack enough so that the Allied infantry 
could get ashore and establish a beachhead. 





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^Mi nAI 1 ■! MON ou™ 

Iwfrb©rne 

jL A _ jflk J 




Your first objectives are to neutralize the enemy AA guns in Adanti. There are four of them in three different locations. 

Two are on top of the town hall, one is in the southwest in the area known as the hill houses, and the last is outside of the 
northeast gate of the town. However, the town is defended by Italian Blackshirt troops — and they will not let you blow up 
their guns without a fight. 


LANDING IN 

The drop zone for 
this mission is 
anywhere within the 
town walls. There 
are two established 
secure zones — one 
near the church 
and the other in the 
tower plaza. There 
are no enemies near 
these SZs, so you 
can safely land here 
without the threat 
of being shot while 
trying to get out 
of your parachute. 

You can also find 
containers with 
health and ammo at 
each of these SZs. 

It does not matter 
which AA guns you 
go after first. As you move toward one, your allies follow 
and help you out. The best time to determine your first 
objective is before you jump out of the plane. Your objective 
determines where you want to try to land. The skill drop 
locations are usually good places to begin. However, any 
rooftop will do. As a paratrooper, you must think of the 
battlefield in three dimensions, and Adanti has a lot of 
heights. Use the rooftops to your advantage. If you miss 
a rooftop, there are a few ladders around the town that 
provide access to the rooftops in the market and tower 
plaza areas. 

Landing on the 
rooftops can give you 
a height advantage 
over the enemy — 
allowing you to 
fire down on them. 

You can even use 
the rooftops to 
get around enemy 
positions to hit their 
flanks. 



Adanti 



Jump out of your plane. The town of 
Adanti lies below you. 



Tips from the Developer 
Land on the roof of the church to provide 
vertical cover for your allies in the street fight 
below. When they move up through the gate, 
stay on the roof. As the allies enter the first section 
of the hill houses, you can engage the enemies by 
firing over the top of the city wall. 

— Rex Dickson 


gate, 

:tion 

v 


Skill drops 

There are five skill drop locations in Adanti. Each provides 
some advantage as you move to achieve your objectives of 
taking out the AA guns. Some are easier to get than others. 



The first skill drop is one of the toughest. You must land 
through the northeast gatehouse window. While still up 
high in the air, line yourself up with the window so you are 
dropping right next to it. As you get near, flare and push 
toward the window to drop right through. From this position 
in the gatehouse, you can help your paratroopers below 
advance on the gatehouse, and then help them clear out the 
courtyard on the other side. 



The second skill drop location can be found to the side of 
the town hall. It faces a courtyard and you must land on the 
balcony as you drop through the arch. This one is not too 
tough to hit. There is a soldier on the balcony that you must 
take out. Then you can advance toward the town hall, taking 
up a flanking position against the enemy troops out in front. 





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While the church steeple might seem like a simple place 
to land , the key is to stick the landing . There is not a lot 
of space on top and it is easy to over- or undershoot the 
landing. The steeple provides a great vantage point for 
taking out the enemy troops below near the western gate 
leading to the hill houses. Use your rifle to help clear the 
way for your fellow paratroopers. You can even drop some 
grenades from this location. 



The last skill drop location is the tower near the town hall. 
You must land on the catwalk inside the roofless tower. 
Because an enemy soldier is there, you have to take him 
out quickly. Try aiming to land right on top of him , and then 
pressing the melee button just as you are about to hit him. 
This eliminates the soldier and clears the top of the tower. 
From here you can fire through the window at the enemies 
below in front of the town hall. Another enemy soldier is in 
the tower a few flights down , so you might want to kill him 
before you start firing away at the enemies below. 


The small rooftop is another tough landing to stick. 

It is located near the market courtyard. Landing here 
allows you to quickly access the rooftops overlooking 
the northeast gate as well as the town hall. From these 
heights, you can help your allies clear out the enemies so 
you can advance to the AA guns. 



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■■MEDAL™ HONOR* 

'ATRB@RNE 


DESTROY THE HILL HOUSES' AA GUN 



There is no particular order in which you must destroy the AA 
guns. Don’t feel like you have to use the order in this chapter. 
You may want to take out the town hall guns first and then go 
after the other two. The choice is up to you. 






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LEGEND 


Machine Gun Positions m Health 

EiteaslIlgiDai^ 

[Ef| Ladder <^^Recommended Path 

IkimilaQaS 



The church steeple 
or roof make a great 
place for sniping the 
enemy below. 


• Ml 928 Thompson • M1911 Colt .45 



If the hill house AA guns are your first objective, then a good 
place to land is on top of the church. Try for the steeple if 
possible. However, if you can’t stick the landing, any part 
of the church rooftop is just as good. Blackshirt troops 
take up positions in front of the western gatehouse when 
your troops begin to engage them. There is also a single 
Blackshirt soldier inside the gatehouse. Since it does not 
have a roof, throw a grenade into the gatehouse to take 
him out. If you let the grenade cook for a couple of seconds 
before throwing, the enemy soldier does not have time to 
get away before the grenade goes off. 



Next use your Ml Garand to begin picking off Blackshirts 
down on the road below. Be sure to crouch down to make 
yourself a harder target for them to hit. Also try throwing 
some grenades down on them. Just be sure to let the 
grenades cook off for about three seconds or the enemy will 
scatter. Move along the roofline toward the gatehouse to 
hit the enemies from the sides and deny them cover. As you 
clear them out, your paratrooper brothers advance to the 
archway through the gatehouse. 



Don’t drop down to 
the street just yet. 
You can still take out 
some of the enemies 
on the other side of 
the gatehouse from 
the church rooftop. 
At the far end of the 
street, Blackshirts 
man a machine gun. 
If you are a good 
shot, you can take 
out these gunners and give your allies a fighting chance to 
move forward to secure this area. Eventually you want to 
step off the rooftop to get down to ground level. Be sure to 
pick up any ammo left behind by the Italians. For this part, 
switch to your Thompson submachine gun because you will 
be engaging the enemy at a closer range. 


Advance through the archway to the 
hill house area. 


Destroy the gate house guard with a grenade. 




^rimagamew 


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M t DA l of HONOR 


jJLj, 


Move through the 
archway and use 
the cover on each 
side of the street 
as you engage the 
enemy. Crouch down 
and then pop up 
while in ironsights 
view to shoot. Fire 
a few bursts and 
then duck back 
down again. The 
mounted machine gun at the end of the street is still your 
main threat. Use grenades to eliminate the enemy manning 
it. Advance along the right side of the street in short rushes 
before the machine gun is manned by another enemy. 
Blackshirt reinforcements arrive through the house (house 
1) on the left, as well as from around the corner on the left. 



Use the Carand to kill the machine 
gunner at long range . 


Now that the first street is secure, it is time to advance 
again. House 1 contains a health kit, so pick it up if you need 
it as well as any ammo lying around. You need to keep up the 
pressure or the Blackshirts will try to push you back. Head 
down the street toward the house (house 2) south of the 
machine gun. Approach it from the right side and use the 
side doorway for cover as you clear out the Italians inside. 
Wait for some allies to catch up to you before moving in. 


Clear out this room 
in house 2, then use 
it for cover . 



Work your way to 
the halftrack on 
the right side and 
use it for cover 
from the enemy 
fire coming from 
the house. Peek 
around the rear of 
the halftrack and 

This halftrack can provide cover for e *' m ' nate t * le * atest 
you as you head to the machine gum machine gunner. 

From this angle on 

the machine gun’s flank, you can hit the gunner, but he can’t 
hit you. Stay here and keep the Blackshirts away from the 
machine gun until one of your allies can man it. 




You can use the short stone wall behind the house from the first 
street for cover as you engage enemies along the north-south 
street. However, the machine gun at the south end of the street 
can make this position difficult to hold. 


Make your way across the room to the opposite doorway, 
using it for cover as you engage any Blackshirts on the 
other side. More of them will be coming from the south end 
of the street. There is also another machine gun at the end 
of this street — on the left-hand side. As before, wait for 
some of your allies to catch up before you push on ahead. 
The enemies keep coming, so once you have some fellow 
paratroopers to help provide cover, move out along the right 
side of the street. Use a grenade to silence the machine gun 
and the work your way to the short wall at the corner of 
the house. From this vantage, you can see move Blackshirts 
down the east-west street to your right. 

Rush up these 
steps and into the 
southern half of 
house 2 . This allows 
you to get to the 
objective and avoid 
a lot of enemy 
firepower v 







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At the end of the street, which climbs up a short hill, the 
enemy have positioned two machine guns to guard their AA 
gun. Advancing up the street would be suicide. Therefore, 
sprint around the corner of the house and then up the short 
stairs on the street’s right side and enter another part of 
house 2, picking up the health by the doorway if you need 
it. After making sure the room is clear, cautiously head up 
the stairs to the second floor. Watch your compass to see if 
there are any enemies to your left when you get to the top 
of the stairs. Eliminate any Blackshirts to clear this room, 
and then head through the doorway near the stairs. The 
house allows you to get to the top of the hill without taking 
fire from the two machine guns. 


Work your way along the northern part of the hilltop 
area while you face toward the south. When you get to the 
western edge, begin moving south. Continue past the AA 
gun toward the small building and ensure that it is clear of 
enemies as well. By this time, your allies should have joined 
up with you and the hilltop should now be secure. Return to 
the AA gun, place an explosive charge on it, and then move 
away before it detonates. 



Exit the house and begin clearing out the 
area around the AA gun. 



From the safety of the house, begin taking out Black- 
shirts. You can use the back doorway for cover and can 
even eliminate a soldier manning one of the machine guns 
from this spot, giving your allies a better chance to get to 
the top of the hill. After clearing out all the enemies you 
can see, quickly move through the doorway to take cover 
behind the stone walls and sandbags. Once behind cover, 
proceed with caution as you clear out the hilltop one enemy 
at a time. They hide behind the walls and sandbags as well, 
so keep your weapon topped off and be ready to perform a 
melee attack if a Blackshirt jumps out and rushes you. 



Take out the soldier on the second machine gun in order to get 
more of your paratroopers up the hill to help you clear it of 
enemies. 



Place a charge 
on the AA gun 
to complete this 
objective. 


You have to fight your way back to the West Cate. 

Now that this objective is completed, move back to the 
center of the town. Pick up ammo and health along the way. 
However, as you approach house 1 , be ready for action. Some 
Blackshirts have taken up positions near the gatehouse. Use 
the machine gun at the end of the street to mow them down, 
or let one of your allies man it while you advance up one side of 
the street, clearing your way as you go. 



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EDA l«r HONORS 

'ATRB@RNE 


DESTROY THE NORTHEAST GATE’S AA GUN 



House 





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LEGEND 






Machine Gun Positions m Health 

EiteaslIlgiDai^ 

[Ef| Ladder <^=Recommended Path 

ffiyfeapam IkimilaQaS 

• M1928 Thompson • M1911 Colt .45 




The Market building also 
offers some great elevated 
positions from which to fire 
down on the Blackshirts 
guarding the gatehouse 
archway, including balconies, 
windows, and even a rooftop 
access from one of the 
balconies. However, several 
enemies are inside this 
building as well. You can 
skip this building altogether 
and just go for the objective. 

However, if you want to get 
some additional kills and 
try to earn some upgrades for your weapons, be sure to clear 
out this building. Just be careful as you move from room to 
room. The Blackshirts are usually hiding behind cover such as 
overturned tables and other furniture. 


v 


> Ml Garand 


This ladder near the northeast gate gets 
you up to the rooftops. 

This objective isn’t quite as involved as the hill house’s AA 
gun. If you are dropping into this objective, try to get the 
skill drop for either the gatehouse or the small rooftop. The 
key is to stay up high as much as possible. If you are coming 
from another objective and are already on the ground, there 
is a ladder to the west of the gatehouse that allows you 
access to the rooftops. 


From the rooftops , 
you have a great 
shot at the enemies 
below. 



Take out the soldier 
on the machine gun 
before he gets you. 


From the rooftops, you can fire down on the enemy 
soldiers below. They gather outside the archway to block 
your entrance into the objective area. Your allies take up 
positions to the south and begin to engage the Blackshirts. 
After thinning out some of the enemy, advance onto the city 
wall and continue to the gatehouse. Be very careful while in 
the gatehouse. There is a machine gun in the second floor 
of the house to the northeast. Since it can hit you in the 
gatehouse, even while you are crouched, be sure to snipe 
the gunner first before turning around and attacking the 
Blackshirts out in front of the archway so your allies can 
advance to help you. 




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Take out the Germans down in the courtyard. 



Head up these stairs so you can clear 
out the area around the AA gun. 


When the front of the archway is clear, shift your fire to 
the courtyard on the other side. Watch the machine gun 
because Blackshirts occasionally try to use it to fire on 
you and your troops. When the courtyard is clear, you can 
actually jump through the gatehouse window down into the 
courtyard. Advance along the walkway on the right side, 
picking up some health and ammo along the way, and enter 
the house. After making sure the first floor is clear, go 
upstairs to clear out the second floor. Move to the back 
windows; they give you a great spot from which to fire down 
on the Blackshirts guarding the AA gun below. 


Some Blackshirts may try to hole up in the building off to 
the right of the AA gun. Try to kill them from the second 
floor windows by throwing grenades through the door. If 
that does not kill them, your allies might be able to do it 
when they run out of the building. Go back down the stairs 
and around to the area where the AA gun is located. Check 
your compass to make sure you got all of the enemies. If 
some are still in the small building, finish them off with a 
grenade or by rushing in and using your Thompson. 


When the area is 
clear, move to the 
AA gun and place a 
charge to destroy it. 

Pick up health and 
ammo as you head 
back to the archway 
and exit this area. 

No enemies try to 

stop you, so you can One more g Un to destroy. 

then proceed to your 
next objective. 




During this mission, it is 
possible to earn all three 
upgrades for the Thompson 
submachine gun. However, 
rather than continuing to use 
this powerful weapon, switch 
to an enemy MP40 submachine 
gun and start working toward upgrading it. You can also upgrade 
the Ml Garand rifle at least once during this mission. The key to 
earning upgrades is patience. Sit back and eliminate enemies as 
they appear. You also earn more points for upgrades by making 
headshots or using your weapon for melee attacks. 




A well-thrown 
grenade blows up 
two Germans in the 
side building. 






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Machine Gun Positions ^ Health 


LEGEND 


GakastDamaiiE 

! . Ladder Recommended Path 




Wse^jsm [ksailscas 

• Ml 928 Thompson 

• Ml Garand 




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F HA l ('i 

HONOR 


m 


RJ 

B< 

9 

Rl 

N 

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The town hall 
has two AA guns 
mounted on its 
rooftop. There are 
several ways to go 
about completing 
this objective. The 
toughest by far is 
the frontal assault 
from the street. Try 
to avoid that method 
altogether. If you 
are jumping into 
the battle, you can 
land in the tower to achieve a skill drop. An enemy soldier 
is right there, so you need to take him out. Then descend a 
few flights of stairs to eliminate a second Blackshirt. From 
the tower windows, you can fire down on the enemy below as 
they try to prevent your allies from getting into the town hall. 



The tower provides a good spot 
for sniping the Blackshirts on the 
rooftop of the town hall , as well as in 
front of it . 


jjl 

If you are really daring, try 
to drop right onto the top of 
the town hall. It is safer to 
land near the rear, where 
you can find some cover 
quickly. Try to clear out the 
Blackshirts on the roofs 
western side while also watching for reinforcements coming up 
the stairs on the eastern side. If you can clear enough enemies, 
paratroopers start to drop in to help you. Then blow up the AA 
guns. Because you did not clear the town hall, you must fight 
the Blackshirts inside the building on your way out. Or, you can 
jump over the eastern or western sides, landing on the rooftops, 
which you can take to your next objective — bypassing the town 
hall interior entirely. 



The western side 
of the town hall 
offers a safer way to 
enter the building. 
There is a basement 
entrance next to 
the city wall. You 
must eliminate 
some soldiers in the 
alleyways leading to 
this entrance, as 
well as some who 
might be hiding out 
in the basement. 
However, once it is 
clear, you can take 
the stairs up to the 
first floor, where 
you (usually] come 
in behind the enemy 
in the room on the 
western side. This 
is the best place to 
enter at ground level since the main entrance is covered by 
a machine gun at the top of the central stairway. 



Move through the alleys in the south- 
western part of the city to get to the 
basement entrance to the town hall. 



Clear out this 
room, whether 
you are coming 
in from the front 
or basement, and 
then approach the 
doorway to the foyer. 

Clear out this room, 
and then make your 
way along the right 
side of the room, up 
the stairs, and on 
toward the machine 
gun. Throw a grenade to kill the gunner and then rush up 
the rest of the stairway to take a position near the machine 
gun. Don’t man it — instead concentrate on eliminating Black- 
shirts headed in your direction. An ally usually mans the gun 
for you and helps provide cover fire as you advance down 
the walkway to the right along the eastern side of the room. 


Rush up the side of the central 
staircase to take out the soldier 
manning the machine gun at the top. 






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You can avoid the first floor 
altogether. Get up onto the 
city wall. There are stairs 
near the western gate. As 
you approach the town hall, 
hop up onto the rooftops. 

Continue moving toward the 
town hall and locate the open window. Clear the room before 
entering. Once inside, take up a position near the doorway and 
clear out the next room, where some Blackshirts are hiding 
behind cover. You can now move out to engage the machine gun 
and continue on from there. 



Stay crouched and 
watch for enemies 
ahead of you. Some 
come through the 
doorways on your 
right sides. Skip the 
boarded up doorway 
and continue to the 
second doorway. 

The Blackshirts 
inside are taking 
cover behind an 
overturned table. Throw a grenade in to make them move, 
and then peek around the doorway to blast away with your 
Thompson. Use your compass to see if the room is clear 
before entering it. Continue on to the next room and clear it 
if any enemies remain. 



Move down this walkway 
with your allies. 


Clear the area at 
the rear of the town 
hall roof. 




Eliminate all the 
Blackshirts around 
the western AA gun. 


It is now time to go up to the roof. Take the stairs to the 
southeast corner of the roof. Wait for some paratroopers 
to join you and then begin taking out the Italians on the roof. 
It is sometimes easier to work your way around the back 
of the roof. Use the crates for cover as you advance and 
clear the roofs western side. Don’t worry about blowing up 
the AA gun yet. Continue toward the front of the building 
and use your guns and grenades to take out the remaining 
Blackshirts near the eastern AA gun. Many enemies are up 
here, and the fighting can be really close, so stay alert and 
take your time, moving from cover to cover. After all the 
enemies on the rooftop have been eliminated, pick up any 
ammo and health you might need and then set charges on 
both AA guns to complete this objective. 



Blow up the AA guns on the roof. 


Go back down to the ground level. Stay alert for Black- 
shirts as you move back through the town hall. You may 
have missed some on your way up — or bypassed them when 
you entered the building at a higher level. Now continue on 
to another objective. 



Tips from the Developer 
When dropping into Husky, position yourself 
over top of the balcony of the town hall, 
overlooking the town square. As you approach 
the MG gunner on the balcony, press the melee button 
to drop kick him on the way in. You can now use this 
position to rain machine gun fire down on the enemies 
in the town square. This position also gives you 
immediate access to the second floor interior of 
the town hall. 

— Rex Dickson 




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^Mi nAI 1 ■! MON ou™ 

Iwfrb©rne 



ASSEMBLE WITH THE AIRBORNE AT THE NORTH GATE 



Your first three 
objectives are 
complete . A low 
you get some new 
orders . 


Move out to the 
north gate. 




During a mission, if you ever need to fully restore your health, 
or restock all your ammo, head for a secure zone. They are 
designated by green smoke and offer crates of ammo and health. 


After you have destroyed all four AA guns, make your way to 
the north gate of the town. By this time, the town is pretty 
clear, so you should have no trouble getting there. 



After the AA guns have been silenced, when you die, you will no 
longer respawn up in the air. Instead, you will find yourself on 
the streets of Adanti. 



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LOCATE THE MISSING SNIPER TEAM 




ESfeastEgmssHE Msapem ^sssteoSS 

Machine Gun Positions m Health { / Ladder <=■ Recommended Path • Ml 928 Thompson 


• Ml Garand 



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Upon meeting up with the Airborne at the north gate, 
a grenade detonates and you will receive new orders. It 
seems a sniper team has been cut off and your job is to go 
find them. In addition to these orders, you also learn that 
German Heer infantry has moved into town. These soldiers 
put up more of a fight and are tougher than the Blackshirts, 
so be ready for more intense action. Down the street from 
your position, a German machine gun opens up on you. In 
order to advance along with your fellow paratroopers, you 
must silence that gun. 



Rush across the 
street to this 
building. 


Rather than trying 
to advance down the 
street, sprint across 
the street and enter 
the building through 
the open door. 

Ascend the stairs 
and then move out 
onto the balcony. 

Turn right and hop 
up onto the rooftop. 

From here, throw 
a grenade to take out the gunner below. Let it cook off for 
about three seconds and throw it so it bounces off the wall 
across the road and drops right next to the machine gun. 
Engage other Germans below until your paratroops can 
advance to the machine gun position and then on toward the 
objective. 


Take out the machine gunner with one 
of your grenades. 



Do as much 
damage as you can 
from the rooftop, 
then drop down to 
the street level. 

Enter the building 
to the north and 
clear it out. Watch 
for enemies hiding 
behind cover. 

Advance through the 
house and begin firing on the enemy while in the northern 
room. As you can, move to the doorway, using it for cover, 
and eliminate all enemies on the right side of the courtyard. 
Then try to shoot the soldier manning the machine gun in 
the second building across the way. Use the Ml Garand 
since you need some accuracy to hit the only part of the 
solider exposed — his head. 


Germans like to hide in this building. 


After the machine 
gunner is killed, 
move into the 
courtyard and fire 
on the enemies to 
your left. Continue 
advancing toward 
the building with 
the machine gun, 
clearing away 
enemies as you go. 

There is some health 
in the building if you need it. When the room is clear, walk 
up the stairs to meet the sniper team. 


The sniper team is on the second floor 
of this building. 


Eliminate the 
German commander 




When you get to the 
top of the stairs, 
you find one of the 
snipers dead and 
the other wounded. 
He informs you of a 
German commander 
in another building 
who is calling in 
reinforcements to 
take back Adanti. 
Since the surviving 
sniper is unable to use the rifle, it is up to you to kill the 
German commander. Crouch down and walk over to the 
sniper rifle. Switch to your Ml , and then swap it for the 
Springfield sniper rifle. 


You have found the sniper team — though 
they are not in very good shape. 


Move over to the 
window and bring 
up the scope view 
just like you would 
your ironsights. It 
takes a second for 
your sight to focus. 
Then peek up over 
the window sill and 
locate the enemy 
inside another 
building. Zoom in 
your scope if necessary, place the crosshairs over the head 
of the commander, and then fire. The enemy commander will 
be firing at you, so don’t take too long. The German appears 
randomly at one of three windows and will change positions 
frequently. When you have killed him, one more objective is 
complete. 



Line up your shot on the German 
Commander. 





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ASSEMBLE WITH THE AIRBORNE 
AT THE TOWN SQUARE 

Hold onto the 
Springfield sniper 
rifle because you can 
use it for the next 
part of the mission. 
Go back down the 
stairs and make 
your way down the 
street toward the 
first machine gun 
position. Germans 
have taken up a 
position at the end of the street, near the north gate. Hide 
behind cover and use the sniper rifle to clear them out. 

You must move down the street, using crates and walls 
for cover. The building on the left side also provides cover, 
allowing you to shoot through windows so you can get the 
right angle for a shot on the enemies. After they have all 
been neutralized, advance through the north gate, then 
continue on toward the town square. 



Use your sniper rifle to clear the way 
back to the town square . 


Eliminate the Three 
German officers 



By the time you 
reach the town 
square, German 
reinforcements have 
rolled in and taken 
over the town hall. 

The German infantry 
is positioned around 
the front of the 
building. You also 
receive new orders. 

Three German officers in the town hall must be eliminated. 
All three are in the western part of the building, but on 
different floors. One is on the first floor, another is on the 
second floor, and the last is on the roof. 


There is a battle for the town hall . 



Now that you have a sniper rifle, this is a perfect opportunity 
to earn an upgrade for it. Climb up the ladder along the street 
so you can get up to the rooftops. Position yourself behind the 
crest of the roof so you can crouch down and not be seen. Then 
pop up and begin picking off Germans. Start with the machine 
gunner on the balcony and then work your way down. There are 
enough enemies out in front for you to collect your first sniper 
rifle upgrade — a polished match grade bolt that increases your 
rate of fire. 


You can choose how you want to enter the town hall. If 
you clear out all the soldiers in front, you can go in through 
the front door on the right. However, you can bypass those 
soldiers and enter either though the basement or the 
second floor window as mentioned earlier in this chapter. 
The German soldiers take up similar positions to the Black- 
shirts you mopped up earlier. Watch out for the machine 
gun at the top of the central staircase. Your compass helps 
you locate not only enemies, but also the target German 
officers. Advance through the town hall along with your 
allies and kill all the officers. When all three are dead, the 
mission is complete — even if you have not mopped up the 
rest of the German soldiers. 



This officer is on The next officer is in the 

the first floor. room directly above on the 

second floor. 



The last German 
officer is on the roof 
near the western 
AA gun. 


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Veni, vidi, vici. (I came, I saw, 

I conquered.) 

—Julius Caesar 


68 


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13 Me^ptemk&i 1993 

Ake radio- klaned out the neuri- 4 tine- inuaAion of dtalf. tyor, the. pad time,, 
American troopA, have, 4<W. 'Ike 82d had jumped m 

galema in rilpfod 4 the V.i. Qi^th A'uny. Zander, ^ 11 geptenden, the 
3d Battalion, leAA- Jt Gonipamtf, had joined the dantferi,, tnanAperted in JlgUi- 
(landing ihipA-, in^anbif), and made a landing on galemo- B>each. Gwo dotfA- 
Jj Gompamf 4 the 504tU and a cyump- 4 dancjeri- Lad lejt the conocuf 
and made the jirit landing on the Italian coaAt atMaiori, dnrinq, dcufliqht 
kauri,. JtewA, j/iom the j/uud waA- Ucjhthf controlled, and it uuri d4pnult to- jodhuu- 
the ■ 'psixxyieAA o ^ the Slid. . . . 

gmcetheAvi^ the 509th Pa/iadehutte heqdnswnt ha& keen 

hm^auithe JJ (leuM^ “dednU." A djxxAf thxd umjA 

jjGMdsiA <m the tmbf a dead Qe/iman 6xhdUe/i am the Anjie teaehheaA noted. 
“^euUli in haxjiCjdf Panhl a/ie teAA thou 100 mdeM, {wm the, ontfXddL^. 9 cadht 
Aeef; at mcfht, they pap up j/vom nxmhe/ie and ate netted krnut when cn turn* they 
will dhuhe neat. 9t daeewiA lih& the Idaeh-heasded deduU aAe edde/u^whe/ie. 


— U GmeAs MecjAtaAs, /7d/ 3A& h2cu^ A 
(fledAd Ijedih: (landom JtouSe) , 22—23; 62—63 


m 


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^Ml MAI 

S\'IRB©RNE 



Briefing 

The paratroopers were not supposed to support the invasion of Italy. However, General 
Clark’s soldiers of the Fifth Army who made the landings at Salerno have come under 
constant counterattack, resulting in heavy losses. The Germans have set up staging areas 
near the coast to supply these attacks. The largest of these is located near the Paestum 
archeological project outside Salerno. The Germans are dug in and well protected among 
the ruins. We must dismantle their operations piece by piece. 




Cache 


Actor I I 


Lower 

Excavation 


Lower 

Hilltop 

Temple 


lentral 

Square 


Hilltop Temple 


Ampitheatre 


Upper Excavation 


Restoration 



4 

V 

Mr* 

i Jt 



A.TH 

Ammo 





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LEGEND 


SGflsaiSHS® 

Sabotage Fuel Containers *■> Defeat Enemy Ambush 


Destroy Ammo Cache 

Disable Communications Radio 

Disable Communications 
Antenna 

Assemble with the Fifth Army 
Demo Team 


7 Assemble with Corporal Kish 
s Ascend to Hilltop Temple 

9 Destroy AA Gun 

10 Set Signal Fires for P-40 
Warhawks 


i 


ft 


(inside light green overlay! 

Southwest of Amphitheatre S Southeast of Amphitheatre 

§ME jSrapD 

Land on top of the column >1 Land on top of the water tower 

Land through the open archway © Land on top of the cargo loader 

Land through the opening 


Ml 2 Shotgun 


f ^ j Ml 2 Shotgun 


Machine Gun Positions IS Health 


EJteaslIlglEKaSIlD© 

Ladder ^ Gate 

[kiailaQaS 

M1928 Thompson or MP40 • M1911 Colt .45 

Ml 903 Springfield 


The British Eighth Army began the invasion 
of Italy by beginning to land troops at the 
.» tip of the toe of the peninsula on September 

X « 1 3rd under the codename Operation Baytown. 
Operation Avalanche was the American landings at Salerno 
on September 9th, 150 miles to the north of the British 
landings. On the previous day, the 82nd Airborne Division 
was in the air and on its way to drop on Rome. However, 
this operation was cancelled at the last minute when it 
was learned that the Germans had at least two divisions 
of troops already in the city and that the drop would be a 
suicide mission. 


The landings at Salerno met heavy resistance. Even 
though Italy had surrendered on the 8th of September, a 
German division was waiting with five more able to move in 
within a matter of days. By the 12th, the Salerno beachhead 
was in doubt. General Mark Clark, Commander of the U.S. 
Fifth Army, disembarked from the ship that had been his 
headquarters, and hit the beaches. He personally rallied and 
gave orders to his troops, leading from the front during the 
major German counterattack that took place on the 13th. In 
order to get reinforcements where they were needed quickly, 
Clark ordered paratroopers from the 504th Regiment, 

82nd Airborne to drop in on the night of the 13th. More 
paratroopers were dropped the following night. On the 16th, 
the Germans launched their last counterattack. The British 
and U.S. armies were able to link up the next day and by 
the 18th, the Allies began moving out of the beachhead andj 
advancing northwest toward Naples and then Rome. 


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F HA l ('i 

HONOR 


r Al 


RJ 

B< 

9 

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You will be dropping right into the middle of some ancient 
Roman ruins outside of Salerno. The Germans have set 
up a base here and you must cause as much damage as 
possible to prevent this base from being used to support 
the counterattacks on the Allied landings. To begin with, 
you must eliminate the German’s communications abilities, 
sabotage their motor pool area, and destroy their cache of 
weapons. There are no Italian Blackshirts here because Italy 
has surrendered. Instead you will face German Heer infantry 
and officers, as well as the tougher Waffen SS infantry. 


LANDING IN PAESTUM 



This is another night drop . However ; the 
area below is pretty well lit. 


Your drop zone is the central part of the Paestum ruins. 

Two SZs have been established to the southwest and 
southeast of the amphitheatre. At each you can find 
weapons ammo as well as health and both are safe from the 
enemy. However, if you are daring and willing to take on the 
Germans on your own initially, you can push your landing to 
the edge of the drop zone and bypass some of the defenses. 
For example, you can actually land in the motor pool, which 
will put you into position to blow up the fuel tanks there. 

There are three objective areas. Two — the motor pool and 
ammo cache — are to the northeast, while the third — the 
communications equipment — is in the northwest. It does not 
matter in which order you accomplish your initial objectives. 
However, it is a good idea to go after the two in the 
northeast consecutively so you don’t have to walk back and 
forth across the area more than necessary. Though there 
are no rooftops that you can climb up onto like in Adanti, 
there are still heights that can be used for an advantage, 
such as the aqueduct that runs east to west. If you brought 
the Springfield sniper rifle, you can use these heights to 
clear out areas from a distance before you rush in to 
complete your objectives. 



Try landing in the 
aqueducts to gain 
a height advantage 
over the enemies 
below — especially 
with your sniper rifle. 



There are five skill drop locations in Paestum. While a 
couple help you achieve your objectives, the rest are just 
tests of your ability as a paratrooper 



The first skill drop requires you to land on a pillar located 
near the western SZ. There is not a lot of space to land 
on , so you have to aim carefully and stick it. Flare at the 
last moment to slow down your descent. You can not 
engage the enemy at the objectives from this point , but 
you can take fire from the Germans in the amphitheatre. 
Shot them to score some kill points toward a weapon 
award with your rifle if you want. 



This is actually the toughest skill drop to hit. You have to 
land through the open archway on the aqueduct designated 
by the parachute. The key is to move into position south 
of the archway , flaring to slow your descent. Then, as you 
approach the archway, flare and move toward it so you float 
through the archway and land in the aqueduct. From this 
position, you can engage some enemy troops near the upper 
excavation, as well as near the ammo cache. 





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This skill drop is in the lower excavation . You must not only 
drop down into the excavation but also through the doorway 
at the bottom. Since this is near the DZ center, you don’t 
have to move laterally too much. Center yourself over the 
opening and face east. Then, as you are just going through 
the opening, flare and push forward to go through the 
doorway. This can put you right in the middle of a fight, so be 
ready for it. This skill drop is not very advantageous for the 
objectives. However, from this point, you can advance toward 
the ammo cache — after you get out of the excavation. 



This is another tough landing. The cargo loader is located 
in the amphitheatre. However, you must land on a small 
platform on top of the loader to get the skill drop. Flare to 
get over to the loader and then line up with the platform. 
Flare at the last to make any adjustments and stick to the 
platform. You immediately come under fire from Germans in 
the amphitheatre to your north, so get down from the loader 
and take cover. Then, either kill the enemy, or get out of the 
amphitheatre and head to your objectives. 



This is a cool skill drop. You have to land on top of the water 
tower in the middle of the motor pool. Since it is at the edge 
of the drop zone, you have to aim for it quickly and then flare 
several times to slow you down so you can get to it. You have 
a bit more room for landing than on the pillar, so that part 
is not too difficult. This is actually one of the best places to 
drop since from the water tower you can throw grenades 
to take out both fuel tanks. However, you also have a lot of 
enemies gunning for you as well — so be ready to fight. 




Tips from the Developer 
Take out the 
enemy in the 
central area first 
and your allies that « 
fighting there will be 
free to join you 
elsewhere. 





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I^Mi nAI 1 ■! IIONOU* 

Iwfrb©rnE 


SABOTAGE THE FUEL CONTAINERS 



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LEGEND 


Jr 


Machine Gun Positions ^ Health 


Ladder 


[^| M12 Shotgun 


< 1 = Recommended Path 



Co down this ramp leading into the lower excavation to 
acquire a shotgun. 


[kiMilsQflS 

• M1928 Thompson or MP40 • M1911 Colt .45 

• M1903 Springfield 

\ ✓ 

The fuel containers 
are located in the 
motor pool area in 
the northeast. In 
order to get to it, 
you must fight your 
way from the central 
square through the 
area north of the 
lower excavation. A 
machine gun guards 
the gate leading to 
this eastern part of the map. There are a few different ways 
of dealing with the machine gun: One is to shoot the gunner. 
If you have a sniper rifle, that is fairly easy. That allows your 
allies to rush in and help you. If you landed in the aqueduct, 
you can also use this height advantage to take out the 
machine gunner. Another option is to enter the lower 
excavation and fight your way through so you can come out 
to the south of the machine gun and on its flank. Finally, you 
can land behind the machine gun or off to one side and take 
out the gunner. 



Eliminate the machine gunner blocking 
your way to the east. 



If you don’t land on the 
aqueducts, you can still 
get up on them. Look for 
crates you can jump up 
onto or even a knocked 
over pillar that serves as 
a ramp to the top. 




r 




the lower 
take up a 


Tips from the Developer 
Rather than 
fighting your 
through 
excavation, 
position on 

the outside and to the 
west so you can fire 
down on the enemy 
below while they are busy engaging your allies. 


If you go through the lower excavation, this area can 
be like a maze. Pick up the Ml 2 shotgun by the entrance 
because it will come in handy in this close-quarters fight. 
Swap out your submachine gun for it. Keep an eye on your 
compass so you can see where the Germans are as you 
advance. Stay low and behind cover as you advance. Make 
your way to the southern edge, where you can take a path 
up and out of the excavations. The exits are to the east. 



Pass through this 
area to get to the 
eastern edge of the 
motor pool area. 



By coming around 
from the side, you 
can hit the enemy 
from behind, where 
they have no cover. 



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When the pathway into the motor pool is open, you can 
move in. This area is defended pretty heavily. The Germans 
hide behind cover and even throw grenades at you. Upon 
entering the motor pool area, move east to the edge of the 
area, and then work your way north, taking out enemies as 
you go. You can try moving through the western or central 
parts of the motor pool, however the enemy are concen- 
trated there and have lots of cover. You can often flank 
them from the east. 


the second fuel tank, blow it up as well. Then all you have to 
do is mop up the remaining Germans and head for the next 
objective. 



A sneaky way to destroy 
the fuel tanks is to infiltrate 



One of the fuel 
tanks is in the 
northern part of the 
motor pool. As soon 
as you see it and 
have cleared out the 
enemies near you, 
throw a grenade so 
it lands underneath 
the tank. When it 
detonates, it blows 
up the fuel tank. You 
can also fire at the 
fuel tank until it explodes. 


The fuel tanks can take several shots 
before they explode — or you can use a 
grenade . 



the motor pool from the 
northwest. If you go north 
from the eastern SZ, 
between the Amphitheatre 
and the motor pool, you find 


a gap in the wall leading into 
the motor pool. Once inside, 
you can move south along the 
wall to get to the western 
fuel tank to destroy it. Return 
to the gap and then move 
along the northern edge to 
get to the second fuel tank. You can then either fight your way 
through the motor pool, or head back through the gap. 



The second 
fuel tank is in the 
western part of the 
motor pool. Continue 
advancing to the 
north and then 
make your way west 
along the northern 
edge. This helps 
keep Germans from 
hitting you from 
behind since you 
have the edge to your back. Watch out for enemies hiding 
in the tents or behind crates. When you get within range of 



Don't forget to get this western fuel 
tank as well. 


DESTROY THE AMMO CACHE 


The best way to get 
to the ammo cache 
is to parachute 
down into this area 
to the east of the 
lower excavations 
and as far south 
as possible. If you 
are already on the 
ground, come at it 
through the gate by 
the motor pool or 
by making your way through the lower excavations. Many 
enemies are in the courtyard. You must get past them and 
then enter the building area, which is actually built into a 
small hill, to get to the cache. 



You must get past these enemies to 
get to the ammo cache. 



If you need some health, a 
couple of these goodies can 
be found in the cave on the 
eastern side of the lower 
excavations. 






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Move along this southern pathway to 
flank the Germans . 


The best way 
to advance to the 
building is to head 
south and then 
move up a rise in 
the earth. From 
behind stone walls, 
you can fire into the 
flanks of the German 
defenders, allowing 
your allies to push 
forward and help you 
clear out the rest. 

You can advance 
along this southern 
edge until it is time 
to enter the building. 

By this time, 
your allies should 
be helping with 
suppressing fire. 

Rather than going 
through the door 
in the center, jump 
through the window 
to the south. Be ready to fire on Germans directly to the 
north who may be firing through windows at your allies. 


When the outside of the building is 
clear, jump through this window. 


Plant a charge here, and then run as fast as you can to get 
out before the roof comes crashing down! 


3 


The subterranean 
building is like a maze 
of short walls and 
crates. Advance with 
caution and watch 
out for grenades 
thrown by the 
enemy. A shotgun 
or submachine gun 
works best in here. 
Make your way 
through the crates to the eastern edge of this building. It is 
important to clear as you go so you don’t have to worry about 
enemies behind you. The Germans fire at you and then usually 
withdraw, so by the time you get to the end of the building 
where you set the charge, there may be a few Germans 
remaining. Throw a cooked grenade into their corner so they 
don’t have time to run away. Finish off any survivors and then 
place the explosives on the crates where indicated. As soon 
as you do, sprint out of the building as fast as you can so the 
secondary explosions do not kill you as all the ammo goes up 
in flames. 


One of the weapons dropped by the Germans is the G43 rifle. 
This is an excellent weapon in that it is a semiautomatic rifle 
that can be upgraded to include a scope and used as a sniper 
rifle. If you did not bring a Springfield sniper rifle with you, be 
sure to pick one up. Even if you did bring a Springfield, after 
using it for clearing out areas at a distance, pick up a G43 and 
start using it to earn weapon awards. 





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EEi3 


DISABLE THE COMMUNICATIONS ANTENNA 




Machine Gun Positions M Health 

EitesstllgiDain© 

Ladder <|= Recommended Path 

Gate 

Wssgism 

Ml 2 Shotgun 


Mse Earn [kssslaHe 



M1928 Thompson or MP40 
M1903 Springfield 


Ml 911 Colt .45 


N 





Follow this pathway so you can then hit 
the machine gun in the flank . 

Both of the objectives dealing with communications are in 
the northwest. In order to get to the communications post, 
you will have to advance through the upper excavation and 
the restoration temple. The entrance to this area is covered 
by a machine gun. The best way to approach is from the 
direction of the western SZ. Follow a path to the west and 
take cover behind a stone wall. From this flank position, you 
can fire at the machine gunner. Stay here until all of the 
Germans around the machine gun have been eliminated and 
your allies are rushing forward toward the upper excavation. 





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This gate is locked 
from the other side . 

You must go through 
the upper excavation 
and restoration 
temple in order to 
get to the communi- 
cations post. 

Near the machine 
gun you find an 
Ml 2 shotgun. If you 
have not already 
picked one up, grab 
this one. It makes 
the next part of 
the mission much 
easier because you 
will be fighting up 
close as you go 
through the ruins. 

Head down the ramp into the excavation. Lots of Germans 
are in this area; be ready for them to throw grenades at 
you. With a shotgun, you don’t have to worry about using 
ironsights as much when the enemy is up close. You can 
use grenades in the excavation, but be careful because 
you may hit your allies. 



Watch for grenades as you clear out 
the excavation. 



Climb up this ladder onto the wall and then continue to this 
second ladder to reach higher in the temple scaffolding. 


When the bottom part of the excavation is clear, go 
up the wooden ramp. Rather than continuing on into the 
temple, take a right on the scaffolding and continue around 
to the ladder in the eastern part of the excavation. This 
takes you up to the top of a wall that you can walk across 
to some more scaffolding. Follow it to another ladder at the 
edge of the temple and climb up to begin going through the 
restoration temple on the second level of scaffolding. 



Germans are not 
only in the center 
of the scaffolding , 
but also around the 
perimeter. 



The temple has 
more Germans and 
they are careful to 
hide behind cover, 
popping up to fire 
at you or throw 
grenades. Take cover 
behind some crates 
at the southern 
end of the temple 
on this level and 
begin killing enemies as they show themselves. Some are 
near the temple’s center and others are near the western 
and northern edges. After you have cleared out some of 
these, advance to the left along the scaffolding and then up 
the ramp to the next level. Continue to where the central 
enemies were to find a ladder. This quickly takes you to the 
top level. Watch out for Germans directly to the north when 
you get to the top. Throw a grenade or get rid of them with 
your shotgun before they can hurt you. 


This ladder leads to the top level. 


Jump across to 
this pillar and then 
onto the opposite 
walkway. 


By this time, the 
temple area should 
be clear. Follow the 
scaffolding back to 
the west, picking up 
some health where 
those Germans on 
the top level were if 
you need it. Locate 
the top of a pillar. 

Jump over onto the 
pillar and then jump 
again to the scaffolding on the opposite side. You can also 
climb up onto the top western edge of the temple by jumping 
up on some crates in the southwest corner and then moving 
north to the scaffolding. Follow this walkway north and 
around a corner to locate the controls for the communi- 
cations antennae. Hit it with a melee attack to destroy it 
and complete an objective. 



Whack this console to 
destroy the antenna. 



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Several Germans 
are down at the 
communications 
post below you and 
to the north. Use 
your rifle to pick off 
as many as possi- 
ble — especially those 
soldiers manning the 
machine gun. When 
it is clear, climb 
down the nearby 
ladder and proceed over to the gate. Shoot the lock and the 
gate opens, allowing allies to come directly to your position 
rather than having to advance through the excavation and 
temple. 



Use your rifle to clear out the area 
below of Germans. 



Toss a grenade into the tent to clear out the Germans 
inside — and some of the radio equipment. 


Take cover behind 
some crates and 
engage the Germans 
as they appear out 
of the tents to the 
north. Advance along 
the eastern side of 
the communications 
post. The radio you 
must destroy is in 
the northwestern 
tent. Using crates 
for cover, head north, and watch for Germans. Move to a 
position from where you can throw a grenade into the tent 
containing the radio. Usually a few Germans are inside, so 
cook the grenade before you throw it. Once it goes off, move 
in to finish off any survivors. If not all of the parts of the 
radio are destroyed, use a melee attack to complete the job 
and save ammo. The enemy communications have now been 
destroyed and another objective is completed. 

ASSEMBLE WITH THE FIFTH 

Army demo Team 

Now that you have secured the Paestum ruins, elements 
of the Fifth Army have arrived to help you eliminate the 
German presence in this area. 

The Germans 
have a position on 
the hilltop temple. 

However, in order 
to get to them, you 
must blow up a 
massive steel gate. 

Fifth Army has send 
a demolitions team 
to do this for you. 

They are at the 

amphitheatre, so advance there to meet them. You should 
not run into any enemies on the way because you cleared 
out the ruins already. However, if you did not take time to 
mop up the Germans in the central area, do so now. Then 
the allies engaging them join up with you to move to the 
amphitheatre. 





If you need ammo or health, 
stop by one of the SZs and 
resupply for the next part of 
the mission. 






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DEFEAT THE ENEMY AMBUSH 


German infantry 
ambush you at the 
amphitheatre. 




Return fire from behind cover, then run for an alcove. 


Clear out the Germans around the amphitheatre. 


Upon arriving at the amphitheatre, you are attacked by 
Germans. These are Waffen SS infantry, which are tougher 
than the Heer infantry you have been facing so far. The 
enemy take up positions above you on the perimeter of the 
amphitheatre. While you can find some cover and start 
returning fire, be careful because they are all around and 
cover in one direction may not protect you from enemies 
behind you. Instead, run toward one of the alcoves at the 
edges of the amphitheatre and then carefully ascend the 
stairs to the upper level. Use your rifle to take out the 
Germans one by one. If you need health, go back down the 
stairs. Most of the alcoves contain health for you to pick up. 
Finish off all of the enemies, watching your compass to see 
where remaining foes may be hiding. After they have been 
eliminated, you get new orders. 


Assemble with Corporal Kish 

After surviving 
the ambush, the 
demolitions team 
is now ready to 
open the way to the 
hilltop temple. Exit 
the amphitheatre, 
stopping to gather 
ammo or health as 
needed, and then 
move out toward the 
central square. The 
Fifth Army soldiers place charges on the steel door and then 
help you with your next objectives. 



Head to the central square to 
receive new orders. 




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^Mi nAi * ■! iionou^^ 

Iw[rb©rnE| 


DESTROY THE AA GUN 

The Germans have positioned artillery on the hilltop next to the temple that are being used to shell the U.S. troops at the 
Salerno beachhead. Your new orders are to get up to the temple, destroy the AA gun there, and then set signal fires so an 
airstrike can take out the position. 



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Machine Gun Positions ^ Health 
<1= Recommended Path 


• M1928 Thompson or MP40 • M1911 Colt .45 

• M1903 Springfield 

% J 

ASCEND TO THE HEULTOF TEMPLE 

The doorway to 
the hilltop temple 
has been opened. 
However, a lot of 
Germans stand 
between you and 
your objectives. As 
soon as you step 
through the opened 
gate, you come 
under enemy fire. 
Head to the downed 
pillar on the left and 
take cover behind it. 
Try to pick off some 
of the Germans 
behind the walls to 
the south if you can. 
However, don’t stay 
there long. Follow 
the dirt path to your 
left up the side of the 
hill and take cover 
behind the wall on 
the right when you 
get to the top. From here, begin to kill the Germans who 
are firing down on your allies below. Move around the corner 
carefully and hit them in the flanks. Be ready for the enemy 
to come after you and try to drive you away. Stay behind 
cover and pop up or around the cover for quick shots. 



Getting to the hilltop can 
be deadly. The best tactic 
is to stay back and pick 
off Germans at the top of 
the stairs from a distance 
using your rifle. If you have 
a sniper rifle, this is a lot 
easier because you can stay back from the gate to do this. As 
you clear out an area, your fellow paratroopers advance to 
secure it. Then move forward to clear the next area. 



If you have been using your G43 regularly, you may have been 
able to earn the first two upgrades — a larger magazine and a 
sniper scope. This turns the German rifle into a semiautomatic 
sniper rifle that can fire 20 rounds before it has to reload! 


Cross to the western side so you can come up behind this 
German at a machine gun . 

As it begins to clear, move south a bit and take cover 
behind another wall so you can clear out the area to the 
west of you. When the enemy is gone and your allies have 
moved up, rush across to the western side of this area. 

Now go up the stairs, staying as far west as you can, then 
up another flight to come in behind a machine gun. Kill the 
soldier manning the machine gun and clear out this area. 
Then you can either man the gun yourself, or wait for one of 
your allies to take it over. 



Shoot at the Germans to the east. 


You are now fighting against enemies to the east. Pick 
off as many as you can with your rifle or shotgun from this 
location, then begin advancing east. Rush from cover to 
cover, and stay north as you continue moving east, watching 
for enemies hiding or throwing grenades at you. When you 
get to the eastern end, ascend the stairs to the southeast, 
using the same tactics as before. When you reach the 
steps at the southern end of the walkway that lead up to 
the temple, pause for your allies to catch up and make sure 
your weapons are fully loaded. 



Pick off enemies from a distance with 
your rifle if you can. 



Take this path along the right side so 
you can reach the German flank. 






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F HA f 01 

HONOR 


m 


RJ 

B< 

9 

Rl 

N 

M 

E 



While moving to the hilltop 
temple, be sure not to push 
too far ahead of the other 
U.S. troops. Wait for them to 
catch up, or even lead as you 
advance to the top. Listen to 
what they say. If you hear one 
ask you to cover them, start laying down suppressive fire on the 
enemy while your ally rushes forward to take them out. If you 
don’t help, your ally usually gets killed. 



There is a machine 
gun to the west of 
the stairs, covering 
this way up to 
the temple area. 

Make sure you are 
crouched down and 
carefully climb the 
stairs, keeping your 
right shoulder next 
to the wall. At the 
top is a short stone 
that you can hide 
behind. Peek around 
it to the left and use 
your rifle to kill the 
gunner up ahead. 

Wait for your allies 
to move past you, 
then advance and 
turn to the right. 

Hide behind some 
crates and then pop 
up to use your rifle to take out the soldier manning another 
machine gun to the north. You can also use grenades. 

Advance carefully 
toward the machine 
gun you just cleared, 
eliminating any 
Germans who move 
in to take control of 
it. Continue to the 
crates to the west 
of the machine gun 

Eliminate the Germans near the and take cover behind 
artillery and prevent them from them. From this 
getting to the machine gun. s P ot - P ick off several 

enemies that come at 

you from the west. Keep this up until they are all eliminated. 




Ascend these steps and then take out 
the soldier at the machine gun . 



Head through the interior of the temple . 


Now move 

through the temple’s 
interior, clearing any 
remaining enemies 
inside, and take 
cover behind some 
stone walls or crates 
in the southwestern 
part of temple so 
you can neutralize 
the enemies around 
the AA gun. Advance 
from cover to cover as you get clear the area. Your allies 
help you and even rush forward to flush out your foes. 
Throw a grenade or two to get those enemies who are 
hiding behind sandbags and be ready to shoot them if they 
try to run for it. When it is clear, move forward and place 
a charge on the AA gun to destroy it and complete another 
objective. 



From this position , use your rifle to 
clear the area around the AA gun. 



Blow up this AA gun. 


< 





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Set Signal fires for 
P-40 WARHAWKS 



Shoot two of the red barrels to start signal fires. 


All that remains to do is set some signal fires so that 
American P-40s can make their bombing run on the artillery 
guns. Head north from the AA gun toward the area in front 
of the temple. Two red barrels are in this area. Shoot each 
a couple of times to set them ablaze and complete your final 
objective for the mission. 



The P-40s zoom in 
and destroy the 
artillery to prevent it 
from ever again firing 
on Allied troops at 
Salerno. 



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> 


WAR ft NftW 

departments 

V-rtAILBltBV 


IV iC*/*^ ""“'c X 
JgJUWlO'Z?! 


nmCIlL 


S-t 


iu r . 

M ,*J 

iAjy 



OPERATION NEPTUNE 
France 




You will bring about the destruc- 
tion of the German war machine, 
the elimination of Nazi tyranny 
over the oppressed peoples of 
Europe, and security for ourselves 
in a free world. 

—General Dwight D. Eisenhower, D-Day order speech 


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05{)une 1944 

Ontheniyhiol5^Mne 1944, the pedh^indeA om^, the 9X Cwyp Gamier 

Command, took a^f j/iom hUitham ain^ield, and ihodiy Umea^teA, hoop- caeMeAA- 

azWfinC) itht ithnee ipamckutz ineyimenti i took oj^ j/iom aae^ieldA ieattem^ 
Cncjland. Xhe pathlindeAA, jpiom the 504th Paexuhnte heyim^ 
to land on O-Aench toil. A/ptel ten dcufA on the ywund, they weoe Aeiieued and 
banned to the myiment, hd not helfMe ieoen twypeAA j/wn the 504th wene 
kited. lU&ltmtjHwaitedmoa^ 

D riememheA itandlimy in the comp any itneet on the memorable niyht of 5 [)une 
cmdieeincfthedeylydi^C-^l^Ijiyinyoi^deieeAiee-. b had an empty jjeeliny 
in my demack aA t WLcdd^ thx^ planed 9 

Uk& a Idtsude, le^t at the atta/i. 

On 8 j)wly, the 82d Ainbome netunned to- Gnytand a^teA 33 dayA of 
combat uuthout nelieff oa >ieplacemeriU. GbnAiny that time, the jpm neyimentA 
&l the 82d iMeceujyJly completed eaeoy aAAiyned mMAnm. PaAatneopeAA oj. the 
505th libeAated Ste. Meoe OyliAe, the jped city to- he taken j/iom the QeemanA 
in ^Aance, jpum homA he/aoe the heaeh landiny on tb-tbay. . . . tbminy the 
jjiyhtiny, the 82d had deAhoyed 62 Cjenman tank, and 44 antitank and 
aditteAy ynnA, white Audaaniny 46 pieoeent caAualtieA. 


— -flarneA MeyellaA, /t/t the tidy da- /G&idn 

(fJeux l/j&ih: QcmAqM' cJiotdA&j , / 05—1 06 


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During the early hours of D-Day, you are dropped inland from the coast of Normandy in 
order to support the Allied landings at Utah Beach. The Germans have built a veritable 
fortress to repel an invasion force. Your mission is to eliminate their ability to fire on 
Allied ships so that the naval warships can close to fire shore bombardment and the 
landing craft can make it safely to the beaches to unload their cargo of soldiers. 





Trench Maze 


Central 


ia ' 


Spotting 

Tower 


Parking 


cj L* r I -,j 1 *4 'I 

.... ’ fta : 

Middle 

T3 aRM 


West Road 


H Cottage 


Destroyed 


Barn 


< 





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LEGEND 


& 


SGflsaiSHS® 

1 Collect M18 Bundles (4) i Destroy Radar Antenna Relay 

2 Knock Out Tiger Tank 5 Clear Central Casemate 

3 Clear and Secure Spotting 6 Clear and Secure Pillboxes (2) 

Tower 


(inside light green overlay] 

H In the south near the cottage 

SMB Esso© 

A Land on top of the cement wall 4 Land through the pillbox door 

S Land on the small rooftop 3 Land inside the destroyed house 

© Land in the room on the 
second floor 


to 


Ml 928 Thompson 
submachine gun 


Wte Exam EM1S5© 

Ml Garand rifle 


Machine Gun Positions ^ Health 


[§] Ladder 


£3 Gate 


Wasgsm IkasiilsGoS 




Operation Neptune was the name given to 
the assault phase of the D-Day invasion 
„* ., fiA known as Operation Overlord. The Airborne 

S ™ Z played an important role in Neptune. Over 
13,000 paratroopers from the the 82nd and 101st Airborne 
Divisions loaded aboard 822 transport planes and were 
dropped into Normandy before sunrise on 6 June 1944. 
Their main objective was to prevent German reinforcements 
from getting to the beaches for a counterattack against 
the landings. In order to do this, the paratroopers were to 
block the approaches to the beaches as well as secure the 
exits from the beaches and capture key bridges so that the 
Allied infantry from Utah beach could advance toward its 
objectives. 


The 82nd’s 505th regiment landed the most accurately of 
all the regiments, with over half of the paratroopers landing 
within one mile of their drop zones and three-quarters 
within two miles. The 508th, on the other hand, dropped 
only a quarter of its paratroopers within a mile of their drop 
zone. Nearly half of the regiment landed on the wrong side 
of the Merderet river and were unable to complete their 
mission. 


Of the missions assigned to the 82nd Airborne, only 
one was completed according to plan— the capture of 
Sainte-Mere-Eglise. The 3rd Battalion of the 505th was 
able to assemble fairly quickly and moved into the town. 

So that enemy fire could be detected in the darkness, the 
paratroopers were ordered to use only bayonets, knives, and 
grenades. The Germans had only about 40 soldiers in the 
town and about 30 of them were captured as the town was 
taken by the Americans before dawn. 


Those paratroopers who were not lucky enough to drop 
close enough to their units or their objectives still did what 
they could to disrupt the German response to the invasion, 
As a result, it took a while for the German command to 
know exactly where the main airborne body was in 
order to respond. By the end of the day on 6 June, 
the 82nd had lost 165 men killed in action. 





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I^Mi nAI 1 ■! IIONOU* 

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The German coastal guns are a serious threat to the Allied 
invasion fleet and must be put out of action. In order to 
accomplish that, you first must secure your SZ against 
enemy counterattack by armored units. To help shut down 
the guns so Allied warships can sail in closer to bombard 
the defenses, you will need to secure a spotting tower 
whose calls help direct artillery fire and neutralize the 
enemy’s radar capability. 

The terrain here in Normandy is different than you 
experienced in Sicily or Italy. You will be advancing uphill as 
you move north. Trees and hedges cut the area into narrow 
paths. The open areas are filled with trench lines that cut 
into the ground. These trenches are filled with Germans 
who want to kill you. There are also several machine gun 
positions that cover most of the main approaches to your 
objectives, so you must deal with them. 

The enemy you face here are more experienced. To the 
south, you will mostly face Heer infantry. However, as you 
advance north to the more important objectives, you will 
engage Waffen SS infantry and Waffen SS officers. These 
troops are tough, taking more damage and moving around 
much more to kill you. Therefore, use caution during a 
firefight and be sure to pick up ammo as you find it — you 
don’t want to run out in the middle of an engagement and 
have to rely on your pistol. 


LANDING IN AUDOUEVILLE 



Your plane comes under heavier fire than before . As you 

drop , you can see the area below . Your SZ is in the south. 

Unlike the previous two missions, this one is a day drop. 
Therefore, you can see the area below as you drop much 
better. The drop zone consists of most of the southern 
portion of the map. The SZ is adjacent to a cottage where 
you can pick up ammo, health, and a few weapons. From 
here, you can go after any of your initial objectives. 

One of your objectives is to gather the four Ml 8 bundles. 
This will let you use the Ml 8 recoilless rifle, which you 
will need to destroy a German Tiger tank — another of your 
objectives. The other two objectives are located to the 
north. On the western side of the map is the large radar 
array. You must put it out of action. To the east of the radar 
is a spotting tower. This objective requires you to clear out 
the tower to prevent it from being used to call in artillery 
strikes against the Allied landings on Utah beach. 


The cottage near 
the SZ is stocked 
with lots of ammo , 
weapons , and health. 
Think of it as your 
base and a good 
place to land. 



There are five skill drop locations in Audoueville. Each of 
them provides some type of tactical advantage you can 
use to help your allies advance toward an objective or puts 
you in a position from which you can work to complete an 
objective on your own. 



This first skill drop is on the spotting tower. You must land 
on a wall , which does not give you much space to stick a 
landing. In addition, this location is at the drop zone's edge, 
so to get to it, flare and move toward it when you jump out 
of the plane. This spot also gives you a great position to 
take out the machine gunner guarding the entrance to the 
spotting tower. However, don't stay up on the wall for long, 
or the Germans in the trenches below will take you down. 



This skill drop is on the destroyed barn at the map's 
southern end. To complete this drop, land on the small 
portion of the higher rooftop remaining. It is not too far 
from where you drop, so you only need to flare a bit to get 
over this location. From here , you can pick up the Ml 8 
bundle on the roof and start working on that objective. 
Just be ready for the Tiger tank that arrives as soon as 
you pick up the first bundle. 





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This skill drop is in the cottage. You must land inside the 
second floor room where the roof and one wall have been 
blown away by combat. This is actually a great place to land. 

Quickly take cover behind the chest of drawers and begin 
picking off Germans to the north with your rifle. This allows 
your allies to advance to the destroyed house to the north. 


This skill drop is the most difficult for this mission. You must 
land through the door of a pillbox located to the south of 
the spotting tower. To do this , you must flare a lot and move 
past the pillbox , then turn to face the door, flaring at the 
last minute to move through the doorway. Be ready for an 
enemy inside. By eliminating this threat and then clearing 
away the nearby trenches , you can clear the way for your 
allies to advance up the eastern side of the map toward the 
spotting tower. 



The final skill drop is inside the destroyed house north of the 
cottage. You must land in the room filled with rubble , making 
this a tough place to get a good landing. Usually a German 
is in the next room , so be ready to fight as soon as you can 
pull up your gun. From here , begin your advance on either the 
radar bunker or the spotting tower. 



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Collect M18 bundles 




UEGINU 


Machine Gun Positions ^ Health 

©ssnpsasmsg 

I inside light green overlay] 

H In the south near the cottage 


[^] Ladder 


EJtecasdlgijLKSsao© 

<!=Recommended Path 


Was ® am IkmiMiaS 


• M1928 Thompson or M12 

Shotgun 

V 


Ml 903 Springfield or G43 
Ml 911 Colt .45 



This is usually a 
good objective with 
which to begin the 
mission. However, 
you also can do it 
after completing 
the other two initial 
objectives. All you 
have to do is move 
to four bundles and 
pick up the pieces of 
the Ml 8 recoilless 
rifle. However, as 
soon as you pick up 
one bundle, a German Tiger tank arrives on the scene and 
begins to attack. Therefore, it is usually a good idea to start 
with the bundle on the top of the destroyed barn. When you 
drop, land on the roof of the barn or even try for the skill 
drop location on the small section of roof that is higher than 
the rest. After landing, pick up the part from the bundle and 
get ready to move. 



Since the bundle on the roof is the 
toughest to get with a tank around , 
start with it . If you didn’t land on the 
roof, take this ladder up to the top . 





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The Tiger tank arrives. Get off the roof! 


The Tiger tank appears from the east. It is armed with 
two different weapons. Its 88mm main gun can kill you 
with a direct hit. However, you can still take blast damage 
from a near miss as well. The tank is also armed with a 
bow machine gun that can only fire in the tank’s front arc. 
Try to stay to the side or rear of the tank so you only have 
to worry about its main gun. The other three bundles are 
located to the north, west, and south of the destroyed 
barn. The key to reaching all the bundles is to use the barn 
as cover. Move west along the roof and hop down into the 
second-floor room of the barn to get some cover from the 
tank. It usually begins to roll forward toward the west. As it 
approaches the barn, get down to the ground and go for the 
southern bundle. Pick up the part and then return to the 
barn so that it is between you and the tank. 



It takes some time for the 
main gun to reload, so wait 
for it to fire before rushing 
to the next bundle. As you 
approach, find some cover 
and wait for the next shot. 
Then pick up the Ml 8 part 
and find cover again. 




Depending on 
where the tank is, 
go after either the 
western or northern 
bundle. Each is near 
some stone walls 
behind which you can 
hide for cover. The 
western bundle is 
one of the toughest 
because you must 
traverse a lot of 
open ground to get to it. However, once you have picked up 
three bundles, at the location of the fourth, you trade in 
one of your weapons for the Ml 8 recoilless rifle: Now you 
change from being the hunted to the hunter. 

knock Out Tiger tank 



At the last bundle , you will be able to 
pick up the Ml 8 recoil less rifle. 



Use the barn for 
cover and keep 
hitting the tank on 
the same side. 




As long as you stay away from the front, you can get right up 
next to the Tiger tank. If you are under the barrel of the main 
gun, it can’t hit you. Position yourself on one side of the tank. 
When the main gun is pointed in your direction, run around the 
back and take a shot at the opposite side. You can move quicker 
than the turret of the tank can rotate. Then, either get up close 
again or seek cover elsewhere. 


Quickly pick up the remaining three bundles. 



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With the Ml 8 in your hands, rush back to the barn to use it as cover. The Tiger usually follows you around, so find a spot 
and wait for the tank to come to you. The Tiger tank is heavily armored. It can take a lot of hits to its front and keep going. 
Therefore, go for its weak spots — the sides and treads. Your first shot should be aimed at the tread wheels on one side of 
the tank. After firing, get back behind cover while you reload and the tank’s main gun fires. Then move out to hit the tank in 
the tread on the same side as before. A second hit causes the tank to throw a track, effectively immobilizing it. Now just get 
a third hit on the same side and the tank should be history. 


Three hits to a side 
knock out the Tiger 
tank . It takes more 
hits if you are aiming 
at the front. 




If you need more ammo for 
the recoilless rifle, look for a 
crate in the southeast corner 
of the barn and another crate 
in front of the cottage. After 
taking out the tank, use the 
Ml 8 against some infantry 
and earn some kill points so you can upgrade it for future use. 
Just be sure to aim at the ground or a wall behind them so the 
blast damage kills them as well as nearby enemies. 


Clear and Secure the Spotting Tower 


The spotting tower is in the eastern part of the map. This 
can be a tough place to get to from the southern part of 
the map where the SZ is located. You must fight your way 
through trenches and risk fire from three different machine 
guns guarding this route. However, if you take your time and 
work with your allies, it is not too difficult. The best weapons 
for this part of the mission are a shotgun or submachine 
gun and a rifle because you want to be able to take out as 
many Germans at long range as possible, but also need 
some heavy firepower for close up fights. 



Tips from the Developer 
If you don’t have a G43 rifle at the beginning 
of this mission, be sure to pick one up as 
soon as you can find one dropped by an enemy 
soldier. Not only does the German weapon hold 
ten rounds to the Ml Garand’s eight, but you 
can also reload it in the middle of a clip; with 
the Garand, you have to fire all eight rounds 
before reloading. 


J 




Rush up to this stone wall and take cover. From here you can 
take out the gunner in the pillbox. 


There are two main routes to get to the spotting tower. 
The eastern route takes you up the hill right under the 
sights of the machine guns as you maneuver to outflank 
them. Start off near the red truck and then take the path 
to the right. Stay to the right at the next branch and then, 
when you get to a stone wall on your left, sprint forward 
to a corner in another stone wall that provides cover from 
the north as well as the east. A pillbox up ahead contains 
a machine gun that the Germans use to fire down on you 
along this trail. From this spot by the stone wall, you can 
use your rifle to take out the gunner. 



If you have a sniper rifle, 
stand on the crate by the 
red truck and you can get a 
shot at the gunner inside the 
pillbox. 






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Clear out the 
trenches as you 
advance. 


LLULIIIU 


Machine Gun Positions m Health 


Ladder 
I Gate 


EJtecastDgmscsm© 

<^= Recommended Path 


Msapam IkssiiliEB 

M1928 Thompson or M12 • M1903 Springfield or G43 

Shotgun 


Ml 911 Colt .45 


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I^Mi nAI 1 ■! IIONOU* 

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Clearing out 
the pillbox allows 
your allies to join 
up with you. Your 
next threats are 
soldiers to the east. 
They come along 
the trench line, 
taking cover behind 
crates and walls. 
Clear and advance 
to the eastern edge, 
then begin pushing 
north. While you can just go for the spotting tower, it is a 
good idea first to clear out the trenches. This allows allied 
replacements to get to you easier. Be sure to clear out each 
of the machine gun emplacements as well. 



This concrete walkway leads up to 
the Spotting Tower entrance from the 
eastern direction. 



Tips from the Developer 

The shotgun is a great weapon in the 
trenches as well as the bunker interiors. 




The western 
route begins at the 
cottage. Since you 
will be advancing 
through the 
destroyed house in 
the middle of the 
map, it is a good 
idea to clear it 
out first. Take up 
a position on the 
second floor of the 
cottage and use 
a rifle to snipe at 
all the Germans around the destroyed house. The chest 
of drawers in the damaged room is a good spot for this. 

As you kill them one by one, your fellow paratroopers can 
advance up the tail leading to the destroyed house. As it 
clears out, return to the ground level and move up the trail 
yourself, mopping up any remaining enemies. Enter the 
destroyed house and move to the eastern room that is filled 
with rubble. 



From the second floor of the cottage , 
you have a good vantage for sniping at 
the Germans in the destroyed house in 
the center of the map. 



You can find crates of ammo, grenades, and health in the 
cottage, as well as an Ml Garand and a Thompson submachine 
gun. Consider the cottage your base for this mission since it is 
the only SZ on the map. 


Crouch down and 
cautiously move to 
take cover behind 
the stone wall, to 
the left of what used 
to be a window. Peek 
to the right around 
this wall and engage 
any Germans in the 
trenches to the east 
of your position. 

When the trenches 
are clear, use 
your rifle to shoot 
the soldier on the 
machine gun uphill 
from the trench. 

Now that it’s clear, 
go east. Barbed 
wire and dragon’s 
teeth block the road 
leading up the hill, so 
you must go through 
the trenches. Stay 
along the trench’s left side. As you get to the end of the 
wooden wall, hold. Another machine gun is up ahead to the 
left. Peek around the side or over the top to kill the gunner 
using your rifle. Or, throw a grenade into his position. 


Watch for enemies to rush out 
as you advance. 




Take cover on the left side of this 
former window. 


Continue moving 
uphill to the east 
until you come to an 
intersection. You can 
clear out the pillbox 
to the right if you 
want. Then move 
to the left toward 
the parking area. A 
well-placed grenade 
can take out several 
Germans in this 
area. Along with 
your allies, clear this area and then get ready to enter the 
spotting tower. 



The parking area has several enemies 
in it. Throw a grenade to get some , 
then rush in to finish them off. 





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AS1MJJLT QM THE TOWER 


The ground entrance 
is protected by 
this machine gun 
position . 




IMaual bombardment has blasted another entrance into the 
spotting tower. This is a safer way to enter. Clear out the 
enemies on this second level , then go up or down from there . 


There are two ways 
into the spotting 
tower. The ground 
entrance on the 
western side is 
accessible by a 
concrete walkway 
from the east or a 
concrete side area 
filled with crates 
from the parking 
area. The problem 
with this entrance is that it is guarded by a machine gun at 
the end of a narrow corridor. To go in this way, you must kill 
the gunner with a rifle shot. If you climb up on the wall to 
the side, you can shoot down at the gunner and usually avoid 
being hit by his fire. When the way is clear, move into the 
tower before another German can man the machine gun. 

Inside, move to the doorway and peek around the corner. 
There are several Germans in this bunkroom. Throw a 
grenade inside to kill some and get the rest to move so 
you can shoot them. Off to the right is a restroom and a 
stairway. Clear out these areas and then climb the stairs to 
the next level. 



Climb up on the wall and shoot down 
through the firing port. 



The combat inside 
the spotting tower is 
close and deadly. 



While climbing the stairs, be sure to peek around every corner, 
ready to shoot any enemies waiting to ambush you. 


At the top of the stairs you find the second level has a 
gaping hole in the wall of the main room. Clear out the area 
near the stairs, and then move into the main room. The 
gaping hole is the second entrance into the tower and allows 
you to bypass the machine gun at the lower entrance. 
However, if you choose to come in through this way, you still 
need to clear the lower level to complete this objective. 

Peek around the 
corner at the top of 
the stairs to engage 
the Germans in the 
tower's third level. 

Now ascend the 
stairs to the third 
level. The room at 
the top contains the 
equipment used to 
determine the range 
for the German 
coastal artillery as 
they fired on Allied 
ships. Eliminate 
any enemies in this 
room, then go up 
the last flight of 
stairs to the top 
of the tower to 
completely secure 
the spotting tower. 

One more objective is now achieved. 



This spotting device will not be used to 
target Allied ships anymore. 




Tips from the Developer 
The spotting 
tower is not a 
lad choice for 
a first objective. In fact, 
if you feel like you can 
manage on your own, 
drop onto the skill drop 
on the concrete wall to 
begin the mission. Clear it out and then make your 
way to the top. From here, you can use a sniper 
rifle to take out Germans in the trenches 
below or rain down grenades on them. 



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ci HONORS 

Iwirb©rnEi 


DESTROY THE RADAR ANTENNA RELAY 



West Road 



Machine Gun Positions 
£ Health 


Ladder 

<^=>Recommended Path 




• M1928 Thompson or M12 
Shotgun 

• Ml 903 Springfield or G43 



^^RIM AOfBS^Game Guide ^ 



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Take out enemies protecting the bunker ; especially the soldier 
on the machine gun . 


The radar bunker is located in the west. Machine gun 
emplacements as well as trenches protect it. However, 
these defenses are not as large or elaborate as those south 
of the spotting tower. While the west road takes you right 
into the action, it is safer to advance on the radar bunker 
from the southeast. The area around the destroyed house in 
the middle must be cleared first. After that has been accom- 
plished, continue along the path toward the radar defenses, 
taking cover behind the first stone wall you come to. From 
this spot, you can’t be hit by the machine gun in the pillbox. 
However, you can hit the soldier manning the machine gun 
right in front of the bunker. Shoot him first using your rifle, 
and then take out as many other Germans as you can see 
from this position. 


When no more 
Germans emerge, 
advance along the 
walkway to the east. 

The bunker entrance 
is protected by 
another machine 
gun. However, if you 
come from the west 
and move just far 
enough so that you 
can see the opening 
through which the 
gun fires, you can 
throw a grenade 
inside and blow 
up the gunner. Be 
sure to cook the 
grenade for about 
four seconds so it 
explodes just as it 
is going through 
the opening. Before 
another German can 
man the gun, quickly 
go up the stairs and 
enter the bunker. A passageway leads to a control room 
where several enemies are usually holed up. Lob in some 
grenades, carefully bouncing them off the left wall so they 
go toward the enemies on the right. The grenades usually 
either kill the enemies near the doorway or force them to 
move back, allowing you to approach and peek around the 
doorway to fire at the remaining enemies inside. 



Throw a grenade through this firing 
port to kill the gunner : 



Then , as you enter ; shoot through this 
second firing port to clear the room on 
the other side . 


As this area 
begins to clear, 
advance to the next 
stone wall along 
the eastern side of 
this area and shoot 
at more Germans. 
When you have killed 
as many as you can 
from here, switch 
to your shotgun or 
submachine gun and 
move west through the trenches toward the pillbox. This is 
a close fight as you come upon enemies behind crates and 
around corners down in the trenches. Work to secure the 
pillbox, and then head north toward the bunker. Keep an 
eye on the machine gun and kill any German who steps up 
to use it. Germans come out of the bunker on the eastern 
side, so advance to the concrete walkway, use one of the 
walls for cover, and peek around it to drop the enemies as 
they come at you. 



Move into the trenches and clear them 
of enemies. 



Enter the control 
room and move 
to take a position 
behind the counter 
so you are on the 
side opposite the 
doorway. Use your 
compass to locate 
more enemies. First, 
clear the room to 
the north, and then 
concentrate on the 
two rooms to the east. Use grenades to clear these rooms 
or at least flush the enemy out. Keep up the pressure until 
the entire bunker is clear. 


Clear the room to the north before 
going for the eastern rooms. 



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1IONOU* 

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Throw a grenade to the side of a shack on t0 P' More 
support to get the German on the enemies are on 

other side. t0 P °f t * ie bunker. 

Two are usually 

located behind supports to the west or south, and another 
is near the relay to the north of the support where you are 
positioned. Deal with the eastern two first. Throw a grenade 
so it lands between the two supports and you may be able 
to take out both enemies. Then maneuver around so you can 
peek past the corner to get a shot at the last enemy on the 
roof. When it is clear, move to the relay and set a charge 
to blow up the German’s radar relay. Now that you have 
completed this objective is completed, descend the stairs on 
the eastern side and then jump over the crates. 



Plant a charge on this relay to shut down the German radar. 



l\louu that you have completed all the initial objectives, a door 
near the radar bunker and a gate near the parking area open, 
allowing you to advance to the central casemate. 


Clear the Central Casemate 



The trench area has lots of Germans. Kill them all. 




You have received 
new orders — 
advance to the 
central casemate 
and clear it out. 

To get there, you 
must move through 
a small trench 
area to the south 
of the casemate. 
Depending on 
where you are 

when the initial objectives are completed, you can enter the 
trench area from either the east or the west — it doesn’t 
really matter. Clear out the enemies from this area before 
approaching the casemate entrance. As with the other two 
structures, a machine gun guards the entrance. Either 
shoot the soldier behind the gun, or lob a grenade through 
the firing port to kill him. 




Watch out for this machine gun next 
to the entrance. 


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At the entrance to the casemate, another 
firing port just past the doorway usually hides 
a soldier waiting to ambush you. Peek around 
the corner of the doorway and kill this soldier 
before entering. Then move up to the firing 
port and shoot through it to kill Germans in 
the room on the other side. Hold here while 
your allies move on into the room to help clear 
it, then follow them in. More enemies are in 

Shoot through this firing Cautiously advance through the t * ie next room t0 t * ie ' e ^ t - Take up a position 

port to clear the room. casemate, clearing out each room behind some crates and throw a 9 renade in 

as you go. t0 9 et t * ie started. Slowly and cautiously 

advance to the doorway to shoot those hiding 

behind cover. Use the same tactics to clear the rest of the rooms inside the casemate to complete this objective. 




LEGEND 


Machine Gun Positions E Health <|= Recommended Path 



Wssfpsm [ksaSsonS 

M1928 Thompson or M12 Shotgun • M1911Colt.45 



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I^Mi nAI 1 ■! IIONOU* 

Iwfrb©rnE 


The area out in front 
of the casemate 
is filled with 
crates , trucks, and 
trenches — as well as 
many Germans . 


The final objective 
is to clear out the 
pillboxes overlooking 
the invasion 
beaches. Waffen 
SS officers are 
defending this area 
along with Waffen 
SS infantry. The 
officers are the 
toughest you have 
faced so far, so be 
ready. They can take 
a bit more damage, so be ready with an additional shot or 
burst, if necessary. When this part of the mission begins, 
quickly take cover behind concrete in the casemate. From 
this position, use your rifle to fire on enemies below. They 
will be firing back, so use caution. As you target and down 
these enemies, your allies can advance forward toward the 
pillboxes. 



Support your allies by sniping at the 
enemies below — especially the machine 
gun position. 



The Waffen SS officers 
are armed with the StG.44 
automatic rifles. When you 
get a chance, but sure to pick 
one up. For greater accuracy, 
fire them in short bursts. 




Make your way 
toward one of the 
pillboxes. 


It does not matter 
which pillbox you go 
for first. As your 
troops begin to 
move forward, leave 
your perch on the 
casemate and move 
down to where the 
action is. Switch 
to your shotgun or 
submachine gun as 
you advance. Try to 
stay to one side of 
the area, either east 
or west, to avoid 
the enemies in the 
middle for now. As 
you approach one of 
the pillboxes, watch 
the firing port near 
the entrance. Often 
a soldier is there 
waiting to shoot 
you. Take him out 
and then enter. Peek around corners to see what you face. 
The pillboxes consist of two levels. You are entering at the 
top level. You can usually find a few soldiers in here. Clear 
them out with gunfire or grenades, then go down the stairs. 
Watch for enemies on the stairwell as you descend. The 
lower level is similar to the upper. Use the same tactic to 
completely secure this pillbox. 



Lob a grenade into this area to blow 
up a couple of enemies. Then move in 
to finish off any survivors. 


You now have to 
clear out the second 
pillbox. There is 
a trench running 
between the two 
pillboxes. However, 
debris blocks the 
trench, forcing you 
to move through the 
middle of the area. 
Stacks of crates 
and other objects 
are useful cover as 
you cautiously move through here. Expect a lot of enemies. 
Work with your allies to clear a path to the next pillbox. 

Your compass is invaluable in helping you detect enemies 
that might be hiding in trenches or behind crates. It is 
usually best to stay out of the trenches. Instead, cross over 
them on the planks of wood. 


h 



The area between the pillboxes 
is a real firefight. These Germans 
are tough. 





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Secure the second pillbox just like you did the first. 

After you reach the second pillbox, use the same tactics 
as before. Watch for the firing port. Clear the upper level. 
Go down the stairs. Clear the lower level. When the second 
pillbox is secure, the mission is complete. You do not need 
to mop up any surviving enemies in the trench area. 



With the coastal 
guns and pillboxes 
no longer a threat 
to Allies landing on 
the beaches, the 
paratroopers move 
on to other tasks. 



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It looks very rough. If I get through 
this one I will be very lucky. 

— Brigadier General James M. Gavin, commander 82 nd 
Airborne, from his diary prior to Market Garden 


104 


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/ 7 ^e^tendeA 19W- 


c JhiL umS the utmtkmM-MoA^ QanxJlm- aA, the o{ the S2d ume 

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■•MEDALS HONOR* 

TCIRB0RNE 



Briefing 

Airborne, we are going for the knockout punch on this one. If we succeed we might be home by Christmas. 
Operation Market Garden requires airborne forces to secure several key bridges on the way to Arnhem. It is 
a risky plan. Our bridge is located in the town of Nijmegan. You must secure the town and take the bridge. The 
Germans would rather destroy the bridge than let it fall to us. We must find and disable any German explosives. 
Despite heavy Allied bombing, the enemy continues to operate heavy armored units. Eliminate any and all threats 
from this sector. You are dropping into territory that is firmly in the grip of the enemy — watch your back. 




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SGflasiSHS® 


1 Clear MG nests (3) 

2 Collect Gammon Grenades 

3 Knock Out Roving Tiger Tank 

4 Disable Explosives Plunger 

5 Disable Radio Equipment 


h Assemble and Secure Town 
Center 

7 Knock Out Tiger Tank 

8 Assemble with Airborne and 
Clear Bridge Surface 

* Knock Out Tiger Tank 




H West of the church 


(inside light green overlay] 

ft Southeastern corner of the map, 
near bridge ramp 


U Land on the balcony 
S Land in the church steeple 
© Land inside the destroyed room 


4 Land on the planks between 
the houses 

© Land through the doorway 


SBsCaqp© 

l%\ Ml 91 8 Browning [& RPzB 54 Panzerschreck 

Automatic Rifle 

Machine Gun Positions ^ Health 
fp] Ladder 


M1928 Thompson or StG.44 • M1911 Colt .45 

Ml 903 Springfield or G43 
(if you have the scope upgrade) 



Following the D-day landings and the subsequent 
breakout from Normandy, the Allied armies had 
pushed back the Germans for a few months. 
However, by the end of August, supplies were 
getting low as intense action on a broad front used 
up more than could be delivered. It looked like the war would last 
until 1945. British Field Marshall Bernard Montgomery, the hero 
of El Alamein, was in command of the forces in the northern part of 
the Allied line. He devised a plan he felt could quickly move troops 
across the Rhine and right into Germany— possibly ending the war 
before Christmas of 1944. 

To get to the Rhine in this area, the Allies would have to push 
across several rivers and water obstacles in Holland. To accomplish 
this, Montgomery’s plan had two main parts. Market would land 
three airborne divisions (the 82nd, the 101st, and the British 1st) 
along a highway from the Allied lines to a crossing over the Rhine 
to capture and hold bridges. Garden, the British component of the 
operation, required the British 2nd Army to advance along this 
highway to relieve the paratroops and secure the bridges. 

The airborne were dropped on September 17, 1944 and quickly 
moved toward their targets. Unlike previous operations, they 
were dropped during daylight, which dramatically increased their 
accuracy and allowed the paratroopers to assemble quickly once on 
the ground. The 101st, which was dropped closest to the Allied lines, 
were able to capture four of their five bridges. The 82nd, the next in 
line, were able to capture the bridge at Grave and some other of their 
objectives. However, because they were focused on preventing an 
enemy armored counterattack, they did not rush to seize the bridge 
over the Waal at Nijmegan. By the time they tried for this objective, 
the Germans had reinforced the light defenses. The British dropped 
at the end of the highway to capture the bridge over the Rhine at 
Arnhem. However this bridge was much more heavily defended than 
anticipated. In addition, some elite German units including the 2nd 
SS Panzer Korps were refitting nearby. 

It took the 82nd three days to capture the bridge at Nijmegan 
and the 2nd British Army was taking longer than anticipated 
to advance up the two lane highway. Although the British 
paratroopers at Arnhem tried to hold on, even after being 
reinforced by Polish airborne troops, they were ordered to begin 
withdrawing on September 25th. The bridge over the Rhine at 
Arnhem was “a bridge too far.” Although the operation was a 
failure in that it did not achieve its main objective— a crossing of J 
the Rhine— and the Allies suffered nearly 18,000 casualties as J 

compared to the German’s 8,000, those German casualties 
were elite troops that could have been used during the Battle Jr 
of the Bulge later that year— and possibly could have " 

contributed to a German victory. 



%> 




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Nijmegan is a city in ruins. All the buildings have suffered 
heavy damage from bombing and rubble is everywhere. The 
buildings here are much taller than those in Adanti, and as 
a result of damage, some walls and even parts of floors are 
missing. Thus, there are many openings in these buildings 
through which the enemy can fire down on you. The church, 
located in the western part of the center, dominates most 
of the map with its high steeple. From this position, you can 
snipe down on the streets below. 

For the first part of the mission, you must secure the 
town of Nijmegan. There are some machine gun nests 
that must be silenced and a tank that must be eliminated. 
The Germans also have wired the bridge with explosives. 
Before they can blow the bridge and drop the span into the 
Waal, you must disable the plunger that will detonate the 
explosives as well as the radio equipment. Only after you 
have secured the town of Nijmegan can you go after the 
bridge and drive the enemy from it. This is not easy because 
the Germans throw everything they have at you to stop the 
Allies from capturing this bridge. However, the success of 
Operation Market Garden relies on your ability to capture 
this bridge intact — and quickly. 

During this mission, you face some of Germany’s elite 
soldiers. In addition to the Waffen SS infantry and officers 
you have fought already, you also must deal with Waffen SS 
senior troopers as well as the Third Reich’s own paratroop- 
ers — the Fallschirmjager infantry. If that’s not enough of a 
challenge, the enemy has positioned Panzergrenadiers on 
the bridge itself. These soldiers are armed with Panzerfaust 
rocket launchers — so beware. You can also expect the 
Germans to have armored units, so don’t be surprised if you 
run into tanks. 

LANDING IN NIJMEGAN 



You are dropping into a city with many tall buildings — most of 
which have taken a lot of damage during the war 
This is another day drop, so you have a perfect view of the 
landscape below you as you jump. Two SZs are set up for 
you. The first is in the street to the west of the church. 

Since enemies are all around, it is best to seek cover soon 
after landing. You can find ammo and health here when 
needed. The second SZ is in the southeastern part of the 
map. It, too, has supplies. 


The radio equipment and explosives plunger are in the 
buildings to the north of the church. While they are a 
priority, it is usually a better idea to go after the Gammon 
grenades first. A Tiger tank roams around the central 
building and can cause a lot of trouble for you. The sooner 
you destroy it, the easier it is to complete the rest of your 
objectives. The last initial objective is to clear three machine 
gun nests. Two are in the buildings south of the central 
area, while the third is to the north. 



The SZ by the church is a good place to start the mission. 


Skill drops 

There are five skill drop locations in Nijmegan. Each of them 
either puts you near one of your objectives or provides a 
great position from which you can engage the enemy at a 
distance and support your fellow paratroopers in securing 
Nijmegan. 



The first skill drop is on a balcony north of the central area. 
You must land on the balcony itself. To do this, flare shortly 
after jumping out of the plane , and then push toward the 
northeast. The balcony is on the building's eastern side , so 
you must position yourself over the street, then flare as 
you move on toward the balcony. From this location, you 
can climb through a window and be just a room away from 
the northern machine gun nest. However, many enemies are 
in this building. Stay outside the window using the wall for 
cover and clear out as many as you can before entering. 





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The second skill drop requires you to land in the church 
steeple. There is a walkway to the west of the steeple that 
you can land on. However ; do your best to get a greased 
or flared landing so you are ready to take on the enemy 
soldier inside the steeple. After it is dear, you can use a 
sniper rifle to fire down on the streets below, clearing paths 
for your paratroopers to advance north and south toward 
the objectives. This makes it easier for you to reach those 
objectives later on. 



This skill drop requires you to land inside a destroyed room . 
This one is located in the northwest. To hit it, you must start 
flaring and moving north as soon as you jump. You can’t drop 
straight down into this room, so drop over the street and 
then flare into the room at the last moment. Be ready to 
take on an enemy because quite a few are in this building. 

If you botch this landing, you will probably be dead before 
you can fight back. However, this gives you a great position 
from which to go after the radio equipment. It is on the same 
floor, just a few rooms over. 



The last skill drop is just to the south of the central area. 

You must land through a hole in the wall. It is in a wall 
facing another building, so like the previous skill drop, you 
must navigate between two buildings and then flare just 
right to land through the hole. From here, you are just 
one floor above and a few rooms to the west of the south- 
eastern machine gun nest. There are usually no enemies in 
this immediate area when you land, so it is a bit safer than 
some of the other skill drops and allows you to clear out the 
southern buildings without exposing yourself to fire from the 
tank or enemies across the street to the north — unless you 
get too close to a window. 



Tips from the Developer 
The Springfield sniper rifle is strongly 

for this mission. There are mai 
es for snipers in Nijmegan. 



As with all the missions, you can complete the initial objectives 
in any order you wish. However, some ways are easier than 
others. Each objective has multiple ways to approach it and 
it is usually best to focus on an area of the map rather than 
completing specific objectives in order. A good order for 
completing these initial objectives is to land in one of the 
southern skill drops and clear out the two machine gun nests 
in these buildings. Grab the Gammon grenades and take out 
the tank. Then make your way to the north to clear out the 
last machine gun nest and sabotage the bridge demolitions 
equipment. 


This is an interesting skill drop in that you must land on some 
planks between two buildings in the south. This can be a bit 
trickier than it looks because you have to avoid landing on the 
roofs to either side. This requires you to line up your landing 
a bit earlier and then land right on the plank. Be careful not 
to turn as you are landing or you may botch it. It is better to 
go for a flared landing rather than try for a greased landing 
and risk a botch. From the plank, the southwestern machine 
gun nest is in the building to the east and just one floor 
down. You can fire through the destroyed floor and clear this 
out — then jump down and grab the Gammon grenades. 




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IIONOH" 

Iwfrb©rnE 


Clear the machine Gun Nests and Collect 

THE GAMMON GRENADES 



y 

’31 West of the church 


mmu 


©33HP3 aineg 


Machine Gun Positions ^ Health 
|^| Ladder <^^Recommended Path 


Wssjpm [kuailaDg 



Ml 928 Thompson or StG.44 

M1903 Springfield or G43 
(if you haue the scope upgrade) 


Ml 911 Colt .45 



Engage the Germans to the south of the church . 




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It is usually a good 
idea to begin in the 
south. While the 
skill drop locations 
put you closer to 
your objectives, they 
can also put you 
right into danger 
as well. Therefore, 
if you want to start 
off safe, land in 
one of the SZs. The 
western SZ near the 
church is a good place because you have some good cover 
and some allies to help you out. Quickly take cover behind 
some rubble, as Germans begin to come out of a building 
to the south. Fight them off and then rush into the building 
to make sure it is clear. From there, move out the back 
through a hole in the wall and enter the building directly to 
the east from the northern entrance. 




Continue through the building and then 
move to the next one , clearing out 
enemies as you advance . 




There are three ladders in 
the southern building to the 
west of the one containing 
the southwestern machine 
gun nest. One takes you up 
to the third floor, where you 
can cross to the next building 
on another plank. Another ladder goes from the third floor to the 
fourth floor, where you can find a couple of health kits. Then you 
can take the third ladder up to the roof. From this vantage, you can 
snipe at enemies below — even the northern machine gun nest. 



Although you can’t bring a Browning automatic rifle at the start 
of the mission, you can find these weapons at each of the SZs. 
Another one is near the northern machine gun nest. This weapon 
is comparable to the StG.44 and superior to a submachine gun. 


The fights in the 
buildings are close 
and deadly. The 
rubble provides lots 
of cover for you as 
well as your enemies. 


Climb a ramp 
of rubble up to 
the second floor. 

There you must 
start taking on lots 
of enemies. The 
key is to advance 
cautiously and 
clear each room as 
you go. If you rush 
through, you may 
leave enemies behind 
you and end up surrounded on your own. Therefore, be sure 
to let your allies advance with you. After you clear out this 
building, begin engaging Germans in the next building. Clear 
the way before you move across a plank into the second 
floor of that building. 



Clear the room on the other side 
before crossing the planks. 


The machine gun nest and crate of Gammon grenades are 
right next to each other. 

When it is fairly clear, move across the plank. Immediately 
to your left is the first machine gun nest. Kill the gunner 
and any nearby enemies to complete part of that objective. 
Located in the same room is a supply crate filled with 
Gammon grenades. When the area is clear, pick up the 
grenades and then finish clear out this building. Enemies are 
on the upper floors as well, so watch for them as well as 
the grenades they drop. 



Advance across these planks to the next building. 



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F HA l ('i 

HONOR 


m 


RJ 

B< 

9 

Rl 

N 

M 

E 


Finish clearing 
the building you 
are in, then clear 
out as much of the 
easternmost building 
as you can before 
crossing over on 
one of two plank 
walkways. Finish 
off any enemies 
here as well as 
those manning 
the machine gun nest. This completes another part of an 
objective. If you head up the stairs to the third floor, you 
find a ladder that takes you up to the fourth floor where a 
couple health kits can be found. 

Knock out the 
Roving Tiger Tank 

You should have 
noticed a Tiger tank 
driving around the 
central building in 
a counterclockwise 
direction. It keeps 
driving around and 
firing from its bow 
machine gun and 
its main gun. As 
long as you don’t 
get too close to 
the northern windows in the southern buildings, you are 
fine. However, when the Germans in these buildings are 
eliminated, the tank will have no problem firing at you. 

There are also several Germans in the central building. 
Wait until the tank goes around that building and then pick 
off these enemies with your sniper rifle. You can do this 
from the second floor windows. Clearing out as much of that 
building as possible will make attacking the tank a bit easier. 



Eliminate the enemies 
across the street. 



Clear out all the enemies around this 
second machine gun nest. 



Tips from the Developer 
Rolling a Gammon grenade so that it lands 
underneath an enemy tank does more 
damage than any other attack! 




When the tank is immobilized , try moving to other windows 
to avoid taking fire. Keep throwing Gammon grenades until 
the tank is destroyed. 

You must use the Gammon grenades to take out the tank. 
You can do it from the second floor, dropping grenades 
down on the tank, or do the same from the ground 
level. Just be sure you have good cover. While it is more 
dangerous to attack the tank from the front, it is easier to 
cause more damage that way. Throw a Gammon grenade 
in front of the tank’s path without cooking it at all. The 
idea is to have it explode under the tank as it drives over 
the grenade. If you can do this a couple times, you will 
immobilize the tank. Then, you can just drop grenades along 
the sides or try throwing them under the tank. Another 
grenade or two does the trick. From the second floor, you 
can try dropping grenades right on top of the tank. You have 
to cook them for about four seconds so they explode right 
about when they hit instead of bouncing off and exploding at 
a distance. This will usually take more grenades. 






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4 T 

Machine Gun Positions 


LEGEND' 


tMaMJaisaie 

S’ Health Ladder 

<|=>Reconiniended Path 




Msaipem [kssSEoaS 

Ml 928 Thompson or StG.44 

Ml 903 Springfield or G43 (if you have the scope upgrade) 
M1911 Colt .45 




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MEDAL of HONOR 


iSMasSGSI 



Clear out the interior of the church along 
with your paratroopers. 



Co up the ladder to the steeple and kill the sniper there. 


Now that the southern part of the map has been cleared 
and the tank eliminated, concentrate on your northern 
objectives. By this time, there is probably be some action 
around the church, unless you have already cleared it. Help 
your paratroopers clear out the enemies in the ground floor 
of the church as well as around the outside. Then climb up 
to the steeple. Climb ladders inside the church to get up 
there. Kill the German sniper and then use this position to 
engage enemies to the north. From the church, you can kill 
lots of Germans along the pathway leading to the northern 
building where the radio equipment is as well as enemies 
within this building. This allows your allies to advance on this 
position. 


Clear out the 
enemies directly 
below and along the 
pathway north. 




From the steeple , 
you can kill many of 
the enemies at the 
northern building 
were the radio is 
located. 



Tips from the Developer 



Never assume an area of Nijmegan is clear, just because 
you already secured it. This is especially true of the central 
area. After completing an objective, it is common to find more 
enemies holed up in there. Therefore, as a general rule, always 
consider this area a threat. 


DISABLE THE EXPLOSIVES PLUNGER 

As you go past the 
machine gun nest , 
throw a grenade 
through the window 
so there will be 
fewer enemies when 
you get there. 


Climb down from 
the church steeple 
and then go east, 
staying right next 
to the buildings on 
the northern side 
of the road so the 
last machine gun 
can’t hit you. Take 
a left at the corner 
of the building and 
go north to find 
an entrance into this building from the rear. Slowly move 
up the staircase and throw a cooked grenade into the 
corner where the machine gun is. That should clear it out. 



Throw a grenade over the desk to take 
out the gunner. 





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However, more Germans are to the right at the top of the 
stairs. Throw another grenade to clear them out or mow 
them down with your automatic rifle or submachine gun. 
Then walk over to the explosives plunger and either shoot it 
or hit it with a melee attack to save bullets. This completes 
one of your objectives. 




Clear out the rest of the enemies in this building , then 
destroy the explosives plunger 



If you have not picked up a 
Browning automatic rifle 
(BAR) yet, you can find one 
near the northern machine 
gun nest. 



There are probably more Germans directly below you. Go 
over to the stairs in the same room as the plunger. Throw a 
grenade so it bounces off the brick wall at the bottom of the 
stairs and lands back to the left. Then move down to finish 
off any survivors. That should clear out this building. Time to 
head to the next objective. 



Clear out any remaining enemies on the 
third floor near the radio. 


The radio equipment is in the northwestern building. 
Approach it from the east and you can climb up to the 
second floor from a ramp of rubble. A lot of Germans are 
in this building. However, if you took your time and sniped 
at them from the church steeple, you may have eliminated 
enough that your paratroopers were able to kill most of the 
rest of them. However, if not, you face some close fighting 
like you did in the southern buildings. Clear out the second 
floor. Then get to the third floor via stairway or a ladder in 
the eastern part of the building, near where you entered 
by the ramp. Clear your way as you advance west. In the 
northwest corner of this floor, you find the radio equipment. 
Destroy it all to complete this objective. 


Whack the radio 
equipment with your 
rifle to destroy it. 





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HONORS 

Iwfrb©rnE 


ASSEMBLE AND SECURE THE TOWN CENTER 


After all the initial 
objectives have been 
completed, go back 
to the center of 
town. It is a good 
idea to move to the 
church and fight 
from the inside. Use 
the windows facing 
the central area 
for cover as you 
engage Germans 
there. When it 
looks clear, advance 
on the building, 
but stay to the 
north of it. Enemy 
reinforcements 
usually arrive from 
the south and you 
don’t want to get 
caught inside with 
them coming at 
you from different 
directions. Keep up the pressure and secure this area. 
Once that is accomplished, one of your paratroopers 
throws down a green smoke grenade so more of your allies 
can drop in to help. 


Advance and secure the area so you 
can receive reinforcement . 




Take cover inside the church as you 
clear out the central area. 



knock Out the Tiger tank 



Another Tiger has arrived. 



As soon as more 
paratroopers drop 
in, a Tiger tank 
breaks through a 
wall to the east of 
the central area. 
Unlike the previous 
tank, this Tiger 
stays put and does 
not drive around. 
Quickly take cover. 
Once again, use 
Gammon grenades to eliminate this threat. The tank is 
protected by soldiers — and these are elites. The Germans 
have sent in their Fallschirmjager troops and they will really 
hurt you if you get in their sights. 


Use the sniper rifle to take out some 
of the soldiers protecting the tank. 





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Throw Gammon grenades at the side of the tank. 


Go to the southern side of the central building and try to 
pick off these supporting soldiers. Then go after the tank. 
Lob Gammon grenades at it. To do this, find some cover and 
then wait for the tank’s main gun to fire. Throw a grenade 
and then duck back behind cover. A good position from 
which to do this is near the southeastern SZ. You can throw 
directly at the side of the tank and not have to worry about 
the bow machine gun or the soldiers protecting the tank. 
Keep throwing grenades until the tank is a smoking hulk. 



a 


If you need more Gammon 
grenades, there is a supply 
crate in the central building. 



ASSEMBLE WITH THE AIRBORNE AT THE BRIDGE SURFACE 



Go up these stairs so you can get a shot at the machine gun. 


Blowing up the Tiger tank opens a new pathway, allowing 
you to approach the bridge. However, before rushing 
through, clear out the enemies behind the tank. This allows 
your allies to advance. As you move forward, look for some 
metal stairs leading up toward the bridge. Follow the stairs 
to the top and then continue toward the apartment to the 
east, where the Germans are defending. From the catwalk, 
you can get a good shot at the machine gun on the second 
floor. Stay there and engage all the Germans who try to 
man the machine gun or move to engage your paratroopers 
below. 


Jump down to the 
apartment metal 
stairs and clear out 
the second floor. 

From here, help take 
out the Germans 
below. When it is 
clear, ascend the 
metal stairs to the 
third floor. Clear it if 
necessary, and then 
ascend the interior 
stairway to the third 
floor, which is adjacent to the surface of the bridge. 



Throw grenades through the windows 
and doors to kill the enemies inside the 
apartment. 




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F HA f 01 

HONOR 


r Al 


R1 

B< 

5 ) 

Rl 

N 

M 

E 


Clear and Secure the bridge 




Panzergrenadiers with Panzerschreck take 
out the column of tanks . 


After you arrive at the bridge surface, a column of Sherman 
tanks arrives. However, they are quickly destroyed by 
German Panzergrenadiers armed with Panzerschreck on 
the bridge. These rocket launchers are equally deadly to 
infantry, so take cover. Use the sandbags to hide behind, 
then pop up and snipe at the enemy. First, eliminate the 
German gunner in the pillbox because he can cause a lot of 
damage to your allies with his machine gun. Then, go after 
the rest of the German infantry. Kill as many as you can 
from this position and then climb up the stairs to the top 
level of the apartments. 




You have a good field of fire for sniping. Silence 
that machine gun first. 



While sniping, be careful not 
to stay in scope sight too 
long. It is an easy way to get 
killed. Take a shot, and then 
duck down. Pop up to look for 
a target, and then zoom in to 
take the shot. 



Take up a position 
near the machine 
gun, but let one of 
your allies man it. 
Then start picking off 
the enemy soldiers 
on the bridge. The 
Panzergrenadiers are 
your main targets. 
Because the rockets 
fired by the Panzer- 
schreck travel slower 



The paratrooper on the machine gun 
helps cover you. 


than a bullet, you can actually fire right after they do and 
still have time to duck down under cover. You can do a lot of 
damage to the enemy by sniping from the machine gun nest 
in the apartment. This allows your allies to advance out onto 
the bridge. 



Watch for Panzergrenadiers 
on elevated catwalks along the 
sides of the bridge. If you are 
focusing on the road level, you 
can easily miss them. 




Head down to the surface of the bridge and then 
rush across to the opposite side. 


After you have eliminated all the enemies you can see 
from this position, go down the ramp onto the bridge 
surface and rush toward the pillbox. Take cover behind 
barrels along the way to see if you can snipe anyone else. 
Advance a bit farther and try again. By the time you get to 
the pillbox, you should have eliminated most of the enemy 
infantry on the bridge. Therefore, pick up a Panzerschreck 
just to the north of the pillbox. You can swap the sniper rifle 
for this rocket launcher. 



Pick up this Panzerschreck. 





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knock Out the Tiger tank 


Move around the 
bus and rush for the 
truck on the left side 
to use as cover from 
the tank. 


There is one more 
tank to destroy 
to complete this 
mission. Because 
it is hidden behind 
civilian vehicles, you 
cannot take long 
shots at it from the 
bridge surface. You 
have to come at it 
from the side, using 
the vehicles for 
cover. Just watch 
out for the bow machine gun and time your shots to avoid 
the tank’s gun. As before, aim for the sides, which have less 
armor than the front. You also need to watch out for enemy 
infantry around the tank. It is best to take them out first. 
Use your BAR or throw grenades to destroy them, then 
concentrate on the tank. 



Continue around to the rear of the 
truck so you can get a side shot on 
the Tiger. 



For a longer-range 
shot, you can climb 
up onto one of the 
elevated platforms 
on the right side 
of the bridge. Just 
be sure to take 
cover behind one 
of the steel girders 
You can only hit the front from the between the tank s 
elevated platforms. main gunshots. It 

will take several hits 

because you are firing at the front of the tank. As soon as 
the tank is knocked out, the mission is a success. 




If you still have some Gammon grenades, you can lob them over 
the bus at the tank on the other side. This keeps you safe while 
you destroy the tank. Practice with regular grenades to get 
the angle of the throw and the timing just right before using a 
Gammon grenade. If you need more of these grenades, a crate of 
them waits along the left side of the bridge. 




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A good plan, violently executed 
now, is better than a perfect plan 
next week. 

—General George S. Patton 


120 


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121 


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EDA l«r HONORS 

r A'IRB©RNE 



Briefing 

Attention Airborne. This is Operation Varsity. We are going to be dropping into Germany. Our enemy is about to collapse, but 
that doesn’t mean he’s weak. Our first target is a factory. The Air Force has bombed it for weeks, but a month’s worth of war 
materiel remains undamaged. There is a panzer tank assembly building where local resistance reports a railgun is inside. 

If you find it, you know what to do. The enemy has several tanks ready for delivery to the front line. Make sure they never 
leave the rail yard. Finally, there is a chemical munitions building where they build antiaircraft shells. A large supply is 
inside. Make sure those shells are never used. This is a simple mission. If it can shoot you or be shot at you, destroy it;- 



Munitions Chemical 


Tank Factory 












i^**m *&* it JJ B^W JSB* jfe 








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LEGEND 




SGflaaiSHS® 


1 Destroy the Tanks on the 
Railcars (3) 

2 Destroy the Munitions Stockpile 

3 Destroy the Railgun 

4 Sabotage the Tank Factory 
Control Room 

3 Destroy the Pressure Values (2) 


n Assemble with the Airborne at 
the Steel Mill 

7 Clear and Secure the Entrance 
to the Rail Yard 

8 Destroy the Panzerzug 
Cannon Cars (2) 

9 Destroy the Panzerzug Engine 


H Near tank factory £ On top of the loading docks 

SMB ®[HD[© 

U Land on top of the fuel tank 4 Land on top of the catwalk 

S Land through the doorway © Land on top of the flatbed 

, , ^ , a. train car 

© Land on top of the catwalk 

|^| Ml 903 Springfield Sniper Rifle [^| C9G Mauser Pistol 
j^| Ml 903 Springfield Sniper Rifle 

Machine Gun Positions ^ Health 
[R Ladder <|=-Recommended Path 

• M1928 Thompson or StG.44 • M1911 Colt .45 

• Ml 903 Springfield or G43 

(if you already have the scope 
^^^■pg rade) 



A little before 1000 hours on March 24, a 
vast armada of aircraft began flying over 
Germany in a wave that lasted more than two 
and a half hours. An impressive fleet of 1,996 
transports and 1,348 gliders carried more than 21,000 
American and British troops into battle. They were escorted 
by 889 fighters, though no German planes appeared to mess 
with the operation. For three days previous, Allied bombers 
had hit targets throughout Germany and Allied artillery 
pounded enemy anti-aircraft batteries just prior to the 
airborne drops. Operation Varsity had begun. 

Those troops who dropped at the beginning faced 
little resistance. However, as the drops continued, later 
paratroopers began to take anti-aircraft fire. However, the 
operation was a success. Despite some heavy casualties, 
both the Americans and British seized all of their first-day 
objectives. This was a result of some heroic actions by the 
paratroopers of the 17th Airborne Division. 

Private George J. Peters, of the 507th Regiment, landed 
with his stick of paratroopers and immediately came under 
fire from a German machine gun as well as riflemen. Peters 
charged the machine gun, which was seventy-five yards 
away. He was knocked down by gunfire halfway there, but 
continued to charge until he was close enough to destroy the 
machine gun position with a hand grenade before dying from 
his wounds. 



A member of the 513th regiment, PFC Stuart S. Stryker, 
was advancing with his company near a complex of 
buildings when they began to take heavy fire. With his 
platoon pinned down, Stryker rose up and led a charge 
against the buildings that resulted in the capture of more 
than 200 German prisoners. Stryker was cut down by 
enemy fire as he neared the buildings. 

Both of these brave paratroopers were 
posthumously awarded the Medal of Honor 
for their actions. 





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Iwirb©rnEi 




If you thought you had been through some tough missions, 
this one is the toughest yet. You are dropping during 
daylight right into the middle of an enemy-held facility. 

Expect to come under fire from snipers even before you 
land. Once on the ground, you must begin going after your 
objectives. The tanks you must destroy are in the eastern 
area known as the rail yard. The tank factory, where two 
of your objectives await, is in the north. The munitions 
stockpile is located in the munitions chemical plant in the 
southern part of the map. Finally, the pressure valves are 
up near the large tanks in the loading docks area. 

This factory complex can be a nightmare. There are tall 
buildings, conveyors, catwalks, and towers. All are perfect 
for snipers, so even if you think you are safe, a shot from 
up above will remind you of the constant danger during this 
mission. To complete some of your objectives, you must 
venture into the two factory buildings. Both are filled with 
enemy soldiers and the mission combines close combat with 
long-range fire in the large open areas. 

During this mission, you face the most elite of the enemy 
forces. Even the common soldiers here are Waffen senior 
troopers or Fallschirmjager. You also face the most powerful 
enemy in the game — the Nazi Storm Elite. This soldier 
carries a light machine gun and can take a lot of hits before 
he is killed. 


LANDING IN THE FACTORY 



During this drop , your transport plane takes heavy fire . You 
are one of the few to make it off . 


This map offers number places to land. Since snipers are up 
high and soldiers are on the ground, it is safest to land at 
one of the two SZs. Both provide a good place to begin the 
mission, provide some allies right at the start, and also have 
cover. As soon as you land, find some cover while you get 
your bearings. 

If you land at the northern SZ, you are close to the tank 
factory and can go for the two objectives in there first. The 
rail yard with the tanks is just to the east, offering another 
possible initial objective. On the other hand, the southern 
SZ provides a good place to go after either the munitions 
stockpile in the southern building or the pressure valves in 
the loading dock area. 



Tips from the Developer 
Land by the green smoke in the upper section 
of the loading docks. Take the ladder up, then 
take the second ladder straight ahead to reach 
the roof of the metal shack. From this location, 
you can engage the snipers in the rail yard from 
above — essentially negating their vertical 
advantage. 


y 



Like most of the missions, it really does not matter which 
objectives you choose to go after first. Obviously, the only 
two you should do together are destroying the railgun and 
sabotaging the control room, as both are in the tank factory. 
However, the rest is up to you. This walkthrough merely covers 
them in the order listed in the game. 



The northern SZ is a good place to land. 
It is close to three of your objectives. 


There are five skill drop locations in the factory complex. 
Each gives you great access to an objective or provides a 
spot from which you can snipe the enemy below you to help 
your allies on the ground. Unfortunately, many of these skill 
drop locations are exposed, so expect to come under enemy 
fire and do your best not to botch the landing — which can be 
tough since the terrain is uneven. 





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The first skill drop is on top of the central tank . This can be 
a tough one to grease since stepping off the raised center 
can result in a botched landing. It is better to flare this 
landing since you want to bring up your weapon as quickly as 
possible. A sniper is positioned on the large tank just to the 
west; he starts shooting at you before you can even touch 
down. After landing here , you must climb down the ladder 
located to the east to access other areas. From there , you 
can easily go after the pressure valves or take the catwalk 
into the second floor of the tank factory. 


This is another catwalk landing. However •, this is a tough one 
to get. It is located under pipes and other catwalks. You have 
to move north toward the tank factory, and then turn around 
to face south. Flare as you continue south to slip under the 
pipes and make it onto the catwalk. Be ready for enemies in 
this area, since they come at you from the west. From this 
skill drop location, it is easy to get to the pressure valves. 
Or you can take the catwalk over to the top floor of the tank 
factory and begin working on those objectives. 




The second skill drop requires you to land through a doorway 
on the second floor of the munitions chemical plant. Either 
flare or grease this landing so you are ready to fight as soon 
as you enter the building. From this location, you can quickly 
begin engaging enemies inside the southern building and go 
after the objective inside — destroying the munitions stockpile. 
As soon as you start the fight, your allies quickly join you to 
help take on the Bermans. 



The final skill drop requires you to land on a flatbed car in 
the rail yard. The car is actually on an overpass just to the 
east of the munitions plant. As soon as you start to drop, 
begin moving southeast and flare so you can reach the 
location. Landing on it is not that difficult. As with most of 
this mission's drop spots, here you come under immediate 
fire. Jump down to the west side of the flatcar for cover, 
then engage several snipers to the east. From here, you can 
clear out most of the rail yard and allow your allies below to 

mop up. 



This skill drop requires you to move to the east and land on a 
catwalk over the rail yard. This is not a tough landing to stick 
and you can even grease it fairly easily. However, be ready 
to take out the sniper in the shack to the southeast. He 
starts shooting at you as soon as you land, and could kill you 
if you botch this landing. From this position, you can engage 
enemies below in the rail yard or move west to go after the 
other objectives. 




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I^Mi nAI 1 ■! IIONOU* 

Iwfrb©rnE 


DESTROY THE TANKS 
ON THE RAILCARS 



The tanks in the rail 
yard are as good 
a place to start as 
any for this mission. 
Land safely in the 
northern SZ. Duck 
down quickly and 
get your bearings. 

A couple snipers 
wait to the east in 
a box car up on an 
overpass. Use your 
sniper rifle to get rid of them first. Also, watch for other 
enemies that might come after you from the direction of the 
tank factory. 


These snipers have a bead on the SZ. 
Eliminate them quickly. 




Stay between the wall and these shacks. Stop at the gap to 
engage snipers to the south. 


Now move east, staying as close to the northern wall as 
you can. You come across a couple of shacks. Stay to the 
north of them as well. However, when you get to the gap 
between them, stop. Peek around the corner while looking 
south to locate a sniper inside the conveyer buildings up 
high. Shoot him with your sniper rifle. 



The snipers can be tough to hit because they like to take 
cover — especially when you point a sniper rifle in their 
direction. Just be patient and they eventually reveal 
themselves. Be sure to aim for the head so you get a 
one-shot kill. 



Snipers usually give themselves away with the glare of the sun 
reflecting off their scope. If you see a bright speck, take cover 
quick. You can also see the path of incoming bullets. So if you 
start taking fire, look for these telltale signs to locate an enemy 
sniper. 



This machine gun position can prevent your allies from 
advancing down in the rail yard. 


Continue behind 
the second shack. 

Once again, stop 
to peek around the 
corner. Yet another 
sniper is to the 
south. This one is in 
an elevated shack 
below a catwalk 
skill drop. Eliminate 
this threat. Now go 
south for a bit, and 
then quickly move up 
the steel stairway to take out a soldier manning a machine 
gun at the top. Another is inside the building, so eliminate 
him as well. Now you can use the machine gun to engage 
the Germans below so your allies can advance. However, it 
is usually better to stick with the sniper rifle and take out as 
many enemies as possible to the south and southeast. Scan 
the entire area through your scope to make sure it is clear. 
A machine gun to the southwest can cause you trouble 
later, so kill the gunner now. 



Snipe at the Germans below to 
support the paratroopers during the 
firefight. 





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After you have 
engaged all visible 
targets, go down 
the stairs. However, 
before rushing out 
into the rail yard, 
kill the sniper on 
top of the roof of 
the building where 
you just were. Now 
proceed over to 
the shacks along 
the eastern side. Clear them of any remaining Germans so 
they don’t shoot you in the back while you are completing 
your objective here. As soon as this area is safe, it is time 
to blow up the three tanks. Climb up onto the flatbed cars 
using the small ladders at the ends and place a charge on 
the rear of each tank. Now move on to the next objective. 


This sniper was right above 
you on the roof '. 


All the tanks you 
must blow up are on 
flatbed cars. 




One down , two to go. 



Tips from the Developer 
Make sure you are crouched while planting 
explosives so you are a tougher target 


for the enemy to hit. 


./ 



You can also destroy the tanks with Gammon grenades. It just 
takes one thrown directly under the tank. While you begin the 
mission with some of these powerful grenades, you can find 
more in the shack above the machine gun along the western side 
of the rail yard. There is also a sniper in this shack, so kill him if 
you haven’t already done so. 


DESTROY THE MUNITIONS 

Stockpile 



Ascend these stairs to the second level of the plant. 


The munitions 
stockpile is in an 
underground level 
of the chemical 
munitions plant. 

However, the only 
way to gain entrance 
is to take a steel 
stairway up to 
the second level. 

Although there is a 
doorway at the top, 
don’t go in just yet. 

Instead, climb up the nearby ladder to the roof where you 
can meet up with some more paratroopers. 



This ladder takes you to the roof and 
provides a better position from which 
to enter this building. 



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EDA l«r HONORS 

r A'IRB©RNE 



Enter the plant 
through a doorway 
on the roof and 
immediately take 
cover behind some 
corrugate metal 
along a railing. This 
protects you from 
gunfire from the 
lower levels. Your 
allies usually cover 
the stairs to the left for you while you snipe at the Germans 
below. The key target is the machine gun directly ahead of 
you on the second level. As you clear out all the enemies you 
can see, advance toward the stairs and fire at enemies below 
and to the south. When it looks pretty clear below, head 
down the stairs. Be ready for an enemy to pop out. 


Snipe the Germans on the lower levels . 



The stairs to the ground level are in the western part of the 
building. As you descend , watch for enemies. 



Advance through this building to get on the 
flank of the machine gun. 

After clearing the second level, begin to shoot enemies on 
the ground level. A machine gun stands along the eastern 
side, so be sure to kill the gunner before descending the 
stairs at the western end. When on the ground level, stay 
to the south and advance from cover to cover. You still must 
watch out for the machine gun. Move through the room in 
the southeast corner, which allows you to advance toward 
the big gun under cover. Emerge from the door at the 
opposite end to flank the machine gun. 


Climb down the 
ladder to get to 
the bottom of the 
shaft — and the 
munitions stockpile. 




Directly behind the 
machine gun is an 
elevator shaft. The 
elevator is down, so 
you must climb down 
a ladder. Because 
the ladder does not 
reach all the way 
down, you must 

Peek around corners and use grenades dro P the rest of the 

to kill enemies behind cover. wa V- but V ou 

be able to get back 

up this way. Therefore, make sure you have all the ammo 
you need before descending. The shaft takes you down to 
the underground level where the munitions stockpile is. In 
addition to lots of shells, you also find lots of enemies. You 
are now in a close-quarters fight. The main tactic is to stay 
low and peek around corners. Watch for enemies because 
they even fire around corners at you, and do not give you 
much of a target to shoot at. This is when grenades come in 
handy. 


Keep an eye on 
your compass to 
see where the 
enemies are waiting 
to ambush you. 
Advance cautiously 
through this maze of 
shells. You eventually 
reach the place 
where you can set 
the charge. Before 
doing so, clear out 
the passageway past this point that leads to some stairs. 
That is your way out. Place the charge, then rush up those 
stairs to get out of the munitions plant before it all blows 
up. Don’t worry about the door at the top of the stairs. The 
concussion from the explosion blows it out by the time you 
get there. 



Keep your magazine full in case the 
Germans try to rush you in a group. 





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Usually at least one 
enemy is back by 
the place where you 
plant the charge. 




Run up the stairs to get out of the underground 
level before the roof collapses. 



Tips from the Developer 
Here is another way to complete the 
munitions stockpile objective. Grease your 
landing when dropping onto the second floor 
catwalk of the chemical plant and then jump onto and 
over the barrels next to the railing just in front of your 
location. You end up on the first floor on top of a vat. 
Then, quickly sprint south around the tanks to the 
elevator shaft. You can make it into the basement 
with one or two bars of health — and without having 
to fight all the enemies inside the large main 
room of this building. 



If you move due north 
after exiting the chemical 
munitions plant, you end up 
at the northern SZ, where 
you can stock up on health 
and ammo. Then you are in a 
perfect spot to enter the tank 
factory. Watch out for Germans along the way. 


DESTROY THE RAILGUN AND 
SABOTAGE THE TANK FACTORY 

Control room 



The Germans come at you as you enter take on the enemies 
the tank factory. Keep your magazine guarding this area. 
full and be ready to toss a quick Wajt for your aNjes 
grenade to disperse them. t0 catch up then 

advance to the east, using cover as you go. More Germans 
are near a shack in the southeastern corner of the factory. 
Eliminate them and then enter the shack if you need some 
health. 



You can enter the tank 
factory from the ground 
level or by taking the metal 
stairs and catwalks from 
the loading docks area into 
this building’s upper level. 

If you have just completed 
the pressure valves objective, or parachuted onto the catwalks, 
go in through the upper level where you can snipe the enemies 
below. Otherwise, fight your way in through the ground floor. 
However, once inside, find ladders to get to the upper level. 




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I^MinAI 1 ■! 1IONOU* 

Iwfrb©rnE 



Ladders near this 
shack take you up to 
the high catwalks. 


While you can 
stay on the ground 
level, it is better 
to gain a height 
advantage. Climb 
up the ladder near 
the shack, then 
walk across the roof 
to another ladder 
that takes you to 
the upper catwalks. 
Move west to clear 
the pathway to the 
upper entrance and meet up with some allies who (hopefully) 
have parachuted in through this opening. Now go back 
toward the ladder and follow the catwalk around to the 
north and then west. 


Meet up with your allies near the 
upper entrance so they can help you 
get through to your objectives. 


try to clear it out before dropping down yourself. Eliminate 
any remaining enemies inside the control room and then 
sabotage the controls by shooting them or using a melee 
attack. 




This catwalk goes over the control room. Drop a few 
grenades in to eliminate some of the enemies. 


Fight along the northern catwalk as you continue moving 
west. Use the crates for cover during this often-intense 
engagement. About midway into the factory, you see a 
catwalk that leads south, but which has been damaged. 
This hole actually drops right into the factory control room. 
You can move south on this catwalk and take cover behind 
some of the railings as you shoot at enemies to the west. 
Then, drop some grenades down into the control room to 



Blow the safe to get the new pistol. 


While in the control room, you see a safe. Throw a 
Gammon grenade at it to blow it open. Pick up a C96 
Mauser pistol inside. Trade out your Ml 911 Colt .45 for 
this German pistol. It has some really cool upgrades. Exit 
the control room and go to the west again. 



Tips from the Developer 
Try clearing out the tank factory first so you 
can pick up the Mauser ASAP. If you then 
use it as you go through the loading docks and 
then the chemical plant, you will have an almost fully 
upgraded Mauser to finish up the rest of mission. 

This fully automatic weapon with unlimited 
ammo is awesome. 






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The railgun is 
down below. Before 
going after it, 
continue fighting 
the Germans who 
arrive to stop you. 
The crates in the 
northwestern part of 


Finish off many of the Germans on the 
catwalks as you hold the position in 
the northwest. 


The railgun is directly 
below this position. 

factory. A large door south of the railgun opens so you can 
exit the factory there instead of having to go all the way 
back to your entrance point. 


the catwalks provide 
some good cover. 
When this area is 
clear of enemies, 
jump up on one of 
the crates, and then 
drop down onto the 
railgun. Or, follow 
the catwalks all the 
way around to the 
south to get to the 
ground floor. Set 
a charge on the 
breech of the railgun 
to destroy it and 
complete the second 
objective in the tank 





If you want to destroy the railgun while still fighting enemies, 
drop a couple of Gammon grenades into the depression by the 
breech of the gun. That does the job without having to get down 
to the gun and expose yourself to enemy fire. 


DESTROY THE PRESSURE VALVES 



If you approach the catwalks in the loading docks area from 
the northwest , you can flank this machine gun position. 


The two pressure valves that you must destroy are near 
the large storage tanks in the loading docks area. If you are 
coming from the tank factory, move west and then climb up 
some metal stairs. This allows you to come up on the flank 
of the machine gun guarding the lower catwalks. Don’t use 
the machine gun, but take up a position with cover near it 
as you engage the Germans who come at you. Hold here 
until your allies can join you. 



Place the charge on 
the breech. 


Look for places on the 
railings that have metal 
sheets that you can use for 
cover. They make good places 
to stop and fight. 




As you exit the factory, watch out for Germans on the 
catwalks in the loading docks area. 



Climb up this ladder. 


Take cover behind 
these pipes as 
you clear out the 
catwalks. 



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Now climb up the 
ladder to the north 
of the machine 
gun to the next 
level of catwalks. 
Quickly take cover 
behind some large 
pipes and engage 
the Germans to 
the south near a 
shack with one of 
the pressure valves 
inside. Keep up the assault until you eliminate them. Then 
advance to the east, fighting enemies until you link up with 
your allies. Together, return to the shack and place a charge 
on the pressure valve. Get out before it blows. 


The first pressure value 
is in this shack . 



It is important to stay with your allies in this area. They are 
great for protecting you while you are planting charges and 
so forth. If you try to do this solo, you will have many enemies 
gunning for you. 



Lob a grenade into 
the second shack to 
blow up the soldiers 
inside. 


The second 
pressure valve 
is in the east up 
on a higher level. 

Backtrack around to 
the northeast to find 
some stairs leading 
up. Follow them 
around to another 
shack. A couple 
snipers are inside, 
so toss in a grenade, 
then rush in to finish off any survivors. Don’t stay out in the 
open on the catwalks around here because a couple more 
snipers are on top of the storage tanks to the northwest. 
Use a charge to blow up the second pressure valve. One 
more objective is now complete. 


Put the charge here to blow up this 
pressure valve. 



ASSEMBLE WITH THE AIRBORNE AT THE STEEL MILL, AND CLEAR AND 

Secure the entrance to the rail yard 

Now that all the initial objectives have been secured, more paratroopers are dropping in. Meet with them in the south- 
western part of the loading docks area. 



From the top of the shack , you can snipe at the machine gun 
as well as the enemies fighting against your allies. 


As more airborne troops start dropping in, Germans 
emerge from the steel mill in the southwest. If you are 
already up near the pressure valves, you have a height 
advantage you can use to your benefit. Climb up the ladder 
onto the roof of the western pressure valve shack. From 
here, snipe at the machine gun to the west as well as the 
enemies below to the south. This helps support your allies 
down below. 


After killing all 
the enemies you 
can from the shack 
roof, go down to 
the catwalks and 
descend to the 
ground level to finish 
off the remaining 
Germans. Advance 
to the gate to the 
steel mill rail yard to 
receive new orders. 



Advance to this gate. 





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As your allies open 
the gate to the rail 
yard, an enemy 
armored train, or 
Panzerzug, rolls 
to a stop. German 
troops disembark. 
One soldier stands 
out from among the 
rest — a Nazi Storm 

Take cower and fire at the Nazi Storm E | ite Armed with an 
Elite solider while he is reloading his n\G42. light machine 
light machine gun. gun, thjs js one 

tough enemy. Quickly take cover behind some crates before 
you are gunned down. When you can, move back to your left 
The Panzerzug arrives, as well as this new threat. f°F better cover. You also find some crates with health kits, 

weapons ammo, and explosives. Don’t use them until you 
need them or are leaving this area. 


DESTROY PANZERZUG ENGINE AND CANNON CARS 


When you have 
good cover, begin 
engaging the 
closest enemies. 

Then switch to your 
sniper rifle and go 
after those at a 
distance and on the 
catwalks above. Your 
top priority is the 
Nazi Storm Elites — 
actually, two of them 
are in this area. Listen for their light machine gun fire to 
determine where they are. It is best to engage them at long 
range. They can take a lot of hits, but are vulnerable to head 
shots. Make two or three head shots on these monsters 
and they go down. 



The Nazi Storm Elites are 
tough to kill. Their machine 
guns have a lot of firepower 
and are deadly — especially at 
close range. The best tactic 
is to get away from them. If 
they get too close, throw a 
grenade. Although it does not kill them, it either wounds them or 
gets them to move away, giving you a chance to seek new cover 
and hopefully put some distance between you and these killing 
machines. While behind cover, listen to their gunfire. When the 
elites stop to reload, take your shots. Go for the head if you have 
a sniper rifle or the body for less accurate weapons. A couple of 
Gammon grenades can also do the trick. 





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■■MEDAL™ HONOR* 

'A'IRB@RNE 



Put this machine gun out of business. 



As soon as it is clear, move up the stairs on the left and 
move along the catwalks. A machine gun is positioned above 
the train’s rear half. Neutralize its threat by killing the 
gunner. Then, advance, clearing the catwalks as you go. You 
do not have to kill all the enemies to complete this objec- 
tive — only destroy the train. However, the fewer Germans 
around, the easier it is to accomplish your task. 


If you did not kill the 
snipers on top of the 
large storage tanks, 
they may fire down 
on you. 



Many Germans are in this 
last area. They do not all 
come at once. Therefore, 
even if you think you have 
completely cleared it, use 
caution still or one may come 
up behind you in a deadly 
surprise. 




A sniper lurks at the far end of this area over the rear of the 
Panzerzug. Watch for the glint of his scope. 



Official Game Guide 


* 


FKIMA 


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Mission accompiished! 


The Panzerzug 
has three parts: two 
cannon cars with 
the engine in the 
middle. Each must be 
destroyed individually. 
There are two ways 
you can blow up the 
engine and cannon 
cars. Compartments 
on top of each are 
open. Climb up onto 
the catwalks that go 
over the train, then 
jump down on the 
train and plant an 
explosive charge in 
each compartment. 
Another way is to 
You can plant a charge on the train throw Gammon 
compartments or throw Gammon grenades int0 the 
grenades. They must land inside to compartments . 

destroy the train. practjce wjth reg(j|ar 

grenades to learn the right angle and strength of the 
throw. It takes only a single Gammon grenade to destroy 
each section of the Panzerzug. When all three have been 
destroyed, the mission is complete. 



inmagaiues.com 


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“Courage is fear holding on a 
minute longer.” 

— General George S. Patton 


136 


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25 Manch 1915 

Ad, 9 dxml in the doon o( the plane bxduncf, out, 9 could dee manp tnacend,. rf-nom 
wuf uxantacp point, it deemed that eoe/uj, bullet would bit me between the epeA,. A 
condulenable amend o( dmxd-anmA (ineddfif, theouxjh mp G-47. IheeewxxA, 
uxui/hene in the (uAelacp, on the (mlepl that could pwude anp kind o( cooen 
(pxom, the enemp tine. A Ion wad, the/ie anp wap we could detuen (ine. 

Gkontlp be(one nexaehunp the d/iop, pme, two men in mp dtieh we/ie kit bp 
pxmnd (ine and cnumlled to the (loon did heoh^ Ihene 

wxxA, nothunp that could be done (on them. It would be onlp a molten o( minuted, 
be(one we wene ooen oun deep pne. 9 exited bach to ^enpxud (lice at the dexan 
o( the dUch to unbooh the hwo wounded men and move them out o( the wxap. It 
would be impeded that we all cpt out aA, pueilp aA, 

Ixdteninp o( men on the (pound. In jump dehool, we hxad teen teeuned to end a 
dtieh oj ducteen men in thirteen deeondU on teAA, and to aAAemlle d/apadtlp o^ 
the (pound, neadp to (iphl. . . . 

d-indt, one o( cun Jl Gompxanpd, planed, wad, tut and dhot doum in 
(tamed,; l todt two o( mp men be(one we could (pt out o( the plane. At the tune 
9 hoped UuA, wai not a h/ 2 obinxpn o( thinxp, to come. Mp platoon wxxA, do men 
dhont and we had not pt enpaxpd the Qeunand,. 


— - (jameA, Mecpltad,, Zl// lie Mbp A- /lenJxxx 
(Aeux Ijonh: (landom JlouAe) , 122— t 23 


137 


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MEDAL of HONOR 


y flMMflS Ta 



Briefing 

Alright, airborne. Two days ago the Allies began Operation Varsity Thus far we have mastered the enemy on every turn. However, there 
is one target that refuses to fall. Our objective is the monstrosity called a flak tower. It is a city in itself; the enemy’s last bastion of 
defense. For our bombers to hit it, we must first take out its defenses. There are several AA emplacements on the roof. All guns must 
be destroyed. Enemy armor patrols the ground-floor entrances. When the area is secure, get inside and figure out how to bring it down. 
We are sending in demolitions teams to take care of that, so assist them in any way possible. This mission is the final test of your skills 
and courage. I have never seen the Airborne quit, and I expect I never will. See you all back home. 







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LEGEND 


Flak Towers 






1 Destroy Artillery Guns (3) 

2 Destroy AA Guns (4) 

3 Eliminate Enemies on Halftracks (3) 

4 Disable Ammunition Lift Controls 
(4th Floor) 

5 Disable Ammunition Lift Controls 
(2nd Floor) 


h Assemble at Main Control Room 
(3rd Floor) 

7 Assemble with Engineers in 
Ammunition Storage 

3 Escape Flak Tower 

9 Destroy Flak Tower 


H On the roof & In courtyard on ground level 

S On the outside of the 
lower gun level 

HMD Ekse® 

Q Land through the doorway 4 Land in the secret entrance 

S Land in the secret entrance B Land through the doorway 

© Land on the scaffolding outside 
the doorway 


Wtes&m tsaasonB 


• Browning Automatic Rifle 
or StG.44 


V 


Mauser 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 




Nazi Germany actually built several flak 
towers similar to the one in this mission. 

Their purpose was to force Allied bombers 
away from their coverage area and help protect vital parts of 
important cities including Berlin and Hamburg, Germany, as 
well as Vienna, Austria. 

With reinforced concrete walls eight feet thick, these 
fortresses could withstand hits from most Allied bombs 
and only a direct hit from a specially designed bomb could 
penetrate— though bombing was less accurate during WWII 
than the laser- and satellite-guided bombs of today. 

The teeth of the flak towers were its weapons. Most were 
armed with four twin-mounted 128mm Flak 40 antiaircraft 
guns. These guns could fire shells weighing nearly 60 
pounds up to 35,000 feet in the air at a rate of 20 rounds 
per minute. In addition, smaller antiaircraft guns were 
mounted around the tower’s periphery. 



Flak towers were not only built to survive air attacks, but 
could hold out during essential sieges. They were stocked 
with plenty of ammunition and food. However, since civilians 
often took shelter in these towers, supplies rarely lasted as 
long as intended. In fact, the only way the Russians were 
able to capture them during the fight for Berlin was to wait 
for those inside to run out of food and surrender. 

Many of these flak towers are still around today. Because 
of their massive construction, it would cost too much 
to demolish them, if it could be done without damaging 
surrounding structures. These fortresses were built 1 
last and they most likely will for decades to come. 



A" 





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^Mi nAI 1 ■! MON ou™ 

Iwfrb©rne 

jL A _ jflk J 



The flak tower is an impregnable fortress filled with lots 
of heavy weapons and scores of enemy soldiers. Any 
other type of soldier would consider this a suicide mission. 
However, you are Airborne, and the impossible is what you 
are trained to do. Your objectives take you from the top of 
the flak tower to the ground, as you engage enemies on 
each and every level. Your initial objectives require you to 
destroy both the artillery guns as well as the antiaircraft 
batteries defending the flak tower. You must also disable 
the ammunition lift that carries shells from the underground 
storage area to the guns on top, then carries the empty 
shell casings back down. Finally, you must neutralize the 
German halftracks protecting the ground entrances to the 
flak tower so additional American troops can enter. 

While most of this mission takes place indoors, you face a 
lot of ranged combat in addition to close-quarters fighting. 
Be ready for both. Luckily, the flak tower contains many 
health kits as well as ammo and weapons; you need all of 
them. Be on the lookout for things to pick up that will help 
you achieve your objectives. 

Only the most trained and veteran soldiers are guarding 
the flak tower. Therefore, you must use all the skills and 
abilities you have developed during past missions to help you 
survive and emerge victorious. In the previous mission, you 
faced a couple of Nazi Storm Elite soldiers. Expect to see 
more of them in the flak tower. 



You can land anywhere to start the mission. However, for the 
first time playing on the flak tower, it is best to land on the roof 
and work your way down to the ground, clearing as you go. To 
play the most challenging way, land on the ground level and fight 
your way in through the front door. 



LANDING ON THE FLAK TOWER 



As your plane approaches the target , it is latterly cut in half by 
the enemy flak. Quickly get your bearings and prepare to land. 


This jump is the most dangerous you have ever done. When 
you are forced from the plane, you take enemy fire from 
snipers. The longer you are in the air, the more chance you 
have of getting hit. There are three secure zones. One is on 
the rooftop of the flak tower. The second is on the outside 
of the lower gun level. The final SZ is down in the town at 
ground level. At each location, you find crates of ammo, 
health kits, and explosives. 

Both of the SZs on the flak tower quickly come under fire. 
However, there is nearby cover and you can easily recover 
from a botched landing without being killed. The ground 
level SZ is a bit safer because you land in an area with a 
tall concrete wall between you and the flak tower; however, 
snipers on the tower’s scaffolding can still fire on you unless 
you land right next to the wall. 



The SZ on the rooftop is a good place to land for this mission. 





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SlCTlUL DROPS 

There are five skill drop locations in Essen. 



This skill drop requires you to land through a doorway into 
the upper gun level of the flak tower. This is a landing you 
want to grease if possible because Germans inside the tower 
begin firing on you. You land right next to one of the artillery 
guns , allowing you to start on one of the objectives right 
away. This is a fairly easy skill drop to hit. Head toward it, 
flaring as necessary, then as you are about to hit, move 
forward so you can grease the landing. 



This second skill drop is tougher to hit. It is an opening on 
the side of the flak tower. Move over so you drop alongside 
the tower, right above this opening. Move forward as you 
are about to pass by the opening to land inside. From the 
passage you land in, move along some catwalks into a room 
filled with ammo, health , and explosives, as well as weapons 
including a recoilless rifle. Take a ladder up from this room, 
then move across to another ladder. l\low you're inside the 
upper control room with one of your objectives. 



This skill drop is another secret opening in the side of the 
flak tower. From here, you emerge onto a short catwalk 
with some cover and a great place to snipe at enemies on 
the middle shaft level of the tower. This is a tough one to 
achieve because there is scaffolding right above it. Drop 
away from the tower so you don't hit the scaffolding, then 
flare and move forward underneath the scaffolding to land 
inside the opening. 


The last skill drop requires you to land through a doorway on 
the third floor of the southern building. The doorway faces 
east, so when you begin to fall, turn and move toward this 
building. Stay to the east of the building and line up with the 
doorway by using the parachute at the doorway as a guide. 

Then as you descend, move forward so you land through 
the doorway. The advantage to landing here is you can pick 
up a G43 rifle on this floor. Because there are no stairs or 
ladders to this floor, the only way you can get to this rifle is 
by landing on this floor of the building. From here, you can 
shoot the snipers on the flak tower scaffolding and even the 
Germans guarding the front of the tower. If you are starting 
from the ground level, this is a good place to land. 





The third skill drop forces you to land on the scaffolding 
outside the doorway on the side of the flak tower. This 
landing is not too tough. From here, enter the flak tower at 
the upper shaft level. 



This walkthrough begins with landing on the top of the flak 
tower and working down through the tower to the ground level. 




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DESTROY THE ARTILLERY GUNS 



r 



£ Health 

©aanp© asms© 


U On the roof 

0Sfe3S(I]gm33Q!© 


<!=■ Recommended Path 

Msapam [ksa&anB 


• Browning Automatic Rifle • Ml 903 Springfield or G43 

or StG.44 (if you haue the scope upgrade) 

Mauser 


3 ^ 


The best place to 
land to begin the 
mission is on the 
roof at the SZ. 

Not only does this 
provide crates of 
ammo and health 
kits, but it is also 
safe — compared to 
the rest of the roof. 

The only threat is 
a Panzergrenadier 
with a Panzerschreck to the north. Quickly take cover 
behind a short wall of concrete and, after he fires a rocket, 
pop up and kill the enemy. 



Kill this Panzergrenadier 
right at the start. 





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Join up with your allies, engage the enemy to the north, and 
then advance on the blockhouse. 


Other paratroopers have also landed on the roof of the 
flak tower and are engaging more Germans. The enemy is 
concentrated around the blockhouse at the roofs northern 
end. Use your automatic rifle or sniper rifle to clear them 
out. A couple of Panzergrenadiers are the main threat, so 
focus first on them. Be sure to stay behind cover. As you 
run out of targets in your current position, locate another 
piece of cover and sprint for it. Engage any new enemies you 
can see from this position. Don’t rush ahead of your allies 


and use caution near the blockhouse. Approach the back of 
it from the left since enemy reinforcements may come at 
you from the stairs on the eastern side of the roof. 



The artillery guns that you 
see poking up through holes 
in the roof can be destroyed 
using Gammon grenades. You 
begin with three and can find 
more in the crates by the SZ 
on the lower gun level. Cook 
off these grenades for about four seconds so you can also kill 
enemies near the guns before they can run away. This gives you 
good kill points and pushes you toward an upgrade so you can 
carry more of these powerful grenades. 




i ■' - i 

^runagames^cou^^p 


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W* MEDALS HONORS 

r A'IRB©RNE 



■* jr ' . 

\ 

% 


i 

T :iJ 


i 


Advance down these stairs . 



Cover is important if you want to survive this area. 



Descend the stairs 
to the upper gun 
level. As you enter 
this area, be ready 
for lots of enemies. 
Grenades work well 
in here because 
there is plenty of 
cover. Concentrate 
on clearing out the 
areas around the 
artillery guns. Start 
with the one on your right. This prevents enemies from 
getting in behind you while you are advancing through the 
rest of this area. Once it is clear, quickly plant a charge on 
the gun and advance to the next artillery gun. 


The fighting around the artillery guns 
is intense. 


Be sure to stay 
behind cover as 
much as possible 
during the firefights. 

These enemies 
can really hurt you 
if you are out in 
the open. When 
the area around 
the second gun is 
secure, blow the gun 
and use the same 
tactics to advance and destroy the third (and final) gun. 
When all three are destroyed, you have one less objective to 
complete. Go down the stairs near the third artillery gun to 
get to the lower gun level. 



Plant charges on the artillery to 
destroy them. 



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Destroy the aa Guns 




£ Health 


p mm 


©33HP3 aineg 

$ On the outside of the lower gun level 

OJZfeasIIlglDaSQ!© 

<|= Recommended Path 

WsGgm tosiitoGoB 


• Browning Automatic Rifle 
or StG.44 



Mauser 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 



This is where the 
fight gets a bit 
tougher. As you get 
to the bottom of 
the stairs you have 
a choice — go after 
the AA guns on the 
outside of the lower 
gun level, or clear 
out the center room. 

It does not matter 
which you do first. However, if you clear out the center room 
first, you can always retreat back into it for health and 
cover. 



Advance into the center room. 



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Stairs Down 
Upper Lift 




m 



Center room 







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LEGEND 



£ Health 
<|=>Recommended Path 


E^te©s[I]gnia£)Q!© 


Wteg®S) [kusHas® 


• Browning Automatic Rifle 
or StG.44 



Mauser 


Ml 903 Springfield or G43 
(if you haue the scope upgrade) 




Pull back when you see the Nazi Storm 
Elite coming toward you. 


Enter the center 
room from the 
damaged opening on 
the western side. 

Take cover because 
many enemies are 
inside here — 
including a Nazi 
Storm Elite. Work 
your way around 
the outside of the 
room in a counter- 
clockwise direction. Pay attention to your compass, as the 
enemies like to hide around corners to ambush you. The 
Nazi Storm Elite advances slowly toward you. Use grenades 
to cause him some damage if you need to withdraw. 
However, the BAR does a good job of taking him out with 
short bursts aimed at his head. Continue all the way around 
to the opening where you entered this area. 





Resupply here. 


As you exit the 
center room and 
head out onto the 
lower gun level, 
stop by the SZ 
to replenish your 
ammo, grenades, 
and health at the 
crates. You must 
now advance around 
this outer ring and 
destroy the four AA 
guns here. Once 
again, you face 
plenty of enemies, 
including several 
Nazi Storm Elites. 
Use the crates and 
other forms of cover 
as you advance. As 
you approach that 
first AA gun, watch 
the catwalk above it. Enemies like to fire down on you from 
that position. 


Kill the enemies on the catwalk. 



Use your sniper 
rifle as much as 
possible to engage 
the enemy at long 
range. However, the 
Germans tend to 
try to close on your 
position, so be ready 
to switch to your 
automatic rifle. Also, 
as you get close to 
an AA gun, throw a 
grenade at the gun 
position to kill the enemies next to it. Be sure to cook these 
grenades so you can kill the enemies before they run away. 


An automatic rifle is necessary for 
groups of enemies charging against 
you. Mow them down. 




Gammon grenades are great 
for throwing into AA gun 
positions. Not only do they 
kill the Germans taking cover 
there, they also destroy the 
AA gun at the same time. 



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^Mi nAi ci honor™ 

IwirbqrnE 



Throw grenades from the catwalk into the AA position. 

Keep advancing. The third catwalk has stairs on both 
sides, allowing you to climb up and gain a height advantage 
that is useful for lobbing grenades or firing on enemies 
hiding behind cover. You can also use the side tunnel near 
the second AA gun for cover as well as to try to flank the 
enemy. While your allies stay on the outside, move around 
through the tunnel. The tunnel also offers complete cover 
against gunfire from the enemies on the catwalks. 




When you run into 
several Nazi Storm 
Elites near the third 
and fourth AA guns, 
begin to withdraw as 
far away as possible 
so that you still have 
a line of fire to these 
enemies. Use your 
sniper rifle to take 
headshots on them. 

Or, if several are 
together, throw a Gammon grenade. Although it probably does 
not kill them, it causes them a lot of damage and makes them 
easier to finish off. Eliminate the enemies along this area, then 
blow up any remaining AA guns to complete this objective. 


Take cover and fire short bursts at the 
Nazi Storm Elites. 



Use up all your grenades as you move around the lower gun level. 
Climb up the stairs to the last catwalk and follow it to the end. Around 
the corner is a crate of explosives that restocks your grenades. 


Disable 4th Floor Ammunition Lift controls 






Smri™ 

FT | B 







^^RIM AOfBS^Game Guide ^ 



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These stairs take you down to the upper lift. 



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F HA l ('i 

HONOR 


m 


RJ 

B< 

9 

Rl 

N 

M 

E 


It is now time to 
move down into 
the belly of the 
beast. Return to 
the center room. It 
should be clear if you 
already assaulted 
it. However, it is 
wise to be cautious 
in case Germans 
from the lower gun 
level retreated into 
here during the fighting. Continue to the room’s center and 
descend the stairs to the upper lift. Use caution because a 
Nazi Storm Elite is waiting for you down there. Make your 
way around to the lift. Activate the call button to bring the lift 
up to your level. When it arrives, walk onto it and activate the 
controls to send it down to the upper shaft level. 

As you are 
descending on the 
lift, take cover 
behind the crates so 
you are ready for a 
fight when you get to 
the bottom. You are 
now headed toward 
the ammo control 
room, so make your 
assault to the right. 
Again, use grenades 
to get those enemies hiding behind cover. Allies join up with 
you from the left as they enter from the scaffolding. 




When getting off the lift, move to your immediate right. Jump up 
on some crates to find an opening in the wall. You can climb in 
this, and then move through a duct. Use melee attacks to knock 
out vents and you have a perfect spot from which to hit the 
Germans on their flanks and support your allies. You can exit out 
the opposite end. 



Germans are waiting at 
the bottom for you . 




Take these stairs up 
to the ammo control 
room . 


At the end of this 
area, you come upon 
some stairs. Take 
them up to the top 
floor of the ammo 
control room. You 
must fight more 
Germans when you 
get to the top. Watch 
out for a Panzer- 
grenadier firing 
rockets. The windows 
to the control room 
are open, so lob 
some grenades 
through to kill some 
of the enemies inside. 
Advance into the 
control room and mop up any remaining enemies. The controls 
are near the window. Shoot the controls or hit them with 
melee attacks to disable one of the ammo lifts. 


Throw grenades though the windows . 



Before leaving the control room, go down a ladder in the rear of the 
room. It takes you to a platform with another ladder leading down. 
Descend to a secret cache of crates of ammo, health, and explosives, 
as well as a recoilless rifle and StG.44. If you look out the window of 
this room, you can snipe at enemies below on the lower shaft level. 
The more you kill from here, the fewer you have to kill when you get 
down there. Try to get rid of the Nazi Storm Elites if possible. Use 
the recoilless rifle for this job. Just be sure to swap back before you 
leave so you have an automatic rifle and a sniper rifle. This room is 
also accessible through one of the skill drop openings. 



After completing the objective, exit the ammo control 
room and move down to the central walkway. Backtrack to 
the lift, then continue past it to stairs that take you down 
the lower shaft. 





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£ Health 
<1= Recommended Path 


LEGEND 


OSfeSSlIlglDaSQ!© 


Was ® am [kua^as® 


• Browning Automatic Rifle 
or StG.44 


• Mauser 

V= 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 



About halfway down 
the stairs, take 
cover behind a large 
vertical concrete 
support. Peek 
around it to shoot 
at enemies below 
with your sniper 
rifle — especially the 
Nazi Storm Elites. 

Eliminate all you can 
from this position, 
then continue down to the floor of the middle shaft level. 
Take cover, then clear out the enemies in this area in a 
counterclockwise direction as you go. Go down the stairs 
(near the stairs leading up) to the lower shaft level. 



Shoot while the Nazi Storm Elite is 
reloading. 



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^Ml mi 

Iwirb©rnE 



Watch out for enemies 
shooting through the 
windows of the control 
room. Kill them with your 
sniper rifle. 





UEGENU 




<l=Recommended Path 




• Browning Automatic Rifle 
or StG.44 



Mauser 


• Ml 903 Springfield or G43 
(if you have the scope upgrade) 




Lower Shaft 


Ammo 

Control 

Room 


Lift Down to 
Ground Level 


Stairs to Middle 
Shaft 


Exit to Scaffolding 





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Sprint for these crates , then take cover behind them as you 
gun down the enemies coming out of the control room. 

These stairs do not offer much cover, so get down to the 
bottom as quickly as you can. Take cover and begin firing 
at enemies coming at you from the direction of the ammo 
control room. When the floor is clear, sprint ahead and 
past the stairs leading up to the control room, taking cover 
behind some crates. A Nazi Storm Elite comes out, and you 
want as much cover as possible. As before, wait until he 
stops to reload, then open up with your automatic rifle. Lots 
of Germans come pouring out of the ammo control room, so 
keep up your fire. Your allies hit them from the other side 
of the stairs, so the Germans find themselves in a deadly 
crossfire. 


When it finally looks 
clear, head up the 
stairs to the ammo 
control room. Peek 
around the corner 
of the door to make 
sure it is clear, or 
wait for your allies 
to enter and do this 
for you. Move in and 
disable the controls 
near the windows. 
Another objective is completed. Exit the room and move 
across the lower shaft level to the lift that will take you to 
the ground level. 



Step out onto the scaffolding and shoot the snipers on other 
levels of scaffolding. Start sniping at the Germans on the ground 
outside the flak tower. This may allow your allies on the ground 
to advance on the flak tower to help you later on. 





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MEDAL of HONOR 


jJLj, 

j WlaapiaS B 




Activate the call button to bring the lift up. When it arrives, step onto the platform 
and use the controls to make it descend. As you go past the mechanical room, 
watch out for a Nazi Storm Elite. The lift does not stop, but this enemy fires on you. 
Take cover behind the crates and lob a Gammon grenade. Finish him off with either 
another Gammon grenade or rifle fire. You will have to come up on this lift later and 
you don’t want to have to worry about this threat again. 


Kill this elite while descending 
on the lift. 





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«#*= — 

y Health 

<|=>Recommended Path 


IIEGEND 


[SItesatllaDQa®!]!© 



Wasgurn toSibQoB 


• Browning Automatic Rifle 
or StG.44 


• Mauser 

V= 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 





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You can actually use the scaffolding and ladders on the outside 
of the flak tower to get all the way from the ground level to the 
lower and upper shaft levels. 




LEGEND 


Machine Gun Positions 


Ladder 


In courtyard on ground level 

Eifesstllgmsg!!© 

<==Recommended Path 

Wtefpm [kssratoons 




• Browning Automatic Rifle 
or StG.44 



Mauser 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 




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When the lift arrives 
at ground level, 
step off and move 
toward the main 
exit out of the flak 
tower. Be ready to 
engage enemies 
as you advance. 

Keep pushing until 
you come to the 
halftrack from 
behind. Shoot the 
gunner to complete 
one of the objectives. Instead of exiting the tower at this 
time, go in and continue on to the side exit where you find a 
second halftrack. Kill the gunner and then exit the tower. 


Advance to the 
left, moving from 
cover to cover as 
you engage Germans 
outside the flak 
tower. Continue to 
the last halftrack 
and kill the gunner. 

This completes the 
last of the initial 
objectives. Continue 
to clear out any 
remaining Germans near the entrance before going back 
inside. 



Attacking the halftracks from the rear 
is safer because the gunner cannot 
turn the gun to shoot you. 



Watch for snipers up high as you move 
around at ground level. 



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HONOR" 

IwirbqrnE 



Two caches of supplies are 
in the buildings outside the 
flak tower near the SZ. You 
can also find a Panzerschrek 
near the bottom of the stairs 
in the northern building, and 
a recoilless rifle upstairs in 
the same building. 



It's time to go inside . 


ASSEMBLE AT MAIN CONTROL ROOM (3RD FLOOR) 






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LEGEND 




£ Health 




<=■ Recommended Path 


W2G& 30D kSSilSGOS 


% 


Browning Automatic Rifle 
or StG.44 

Mauser 


Now that you have 
secured the flak 
tower, it is time to 
head back inside to 
finish the job. Take 
the lift back up to 
the lower shaft 
level, then continue 
up the stairs to the 
middle shaft level. 
You must face a lot 
of German defenders 
on your way to the main control room. Assault to the right, 
watching for enemies firing at you from behind crates as 
well as through the open windows of the control room. 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 


There is a lot more close combat on 
the middle shaft level. 


Look through the control room windows as you approach the 
door to see if there are any remaining enemies. You can then 
shoot right through the window to kill them. 

Continue to the crates below the control room on the 
right side. From here, engage enemies coming down the 
stairs from the control room while your allies hit them from 
the opposite side. Some Nazi Storm Elites are inside, so 
wait until they come out and shoot them from a distance. 
When it looks clear, go up the stairs and enter the control 
room. Use grenades to mop up any remaining enemies if 
necessary. 




If you are good at throwing 
grenades at a distance, you 
can send them flying right 
through the windows of 
the control room to kill the 


enemies inside. 



Pass through this room to get to a ladder 
leading up to your objective. 

Advance through the control room to a ladder. Climb 
it and then advance toward a doorway leading into a 
conference room. A Nazi Storm Elite is waiting for you 
inside. Crouch down to one side of the door and peek in to 
get him to start shooting. When he pauses, peek again and 
fire quick bursts before ducking back behind cover. Repeat 
this until the enemy is dead. Usually, other enemies lurk 
inside as well, so throw in some grenades before moving in 
to finish them off. Grab some health kits inside here if you 
need them. 


Clear out the 
conference room 
while peeking around 
the door. 


From these crates you can easily fire on enemies coming 
down the stairs from the control room. 





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4 


MEDAL” 1 HONOR 

r A'IRB©RNE 


ASSEMBLE WITH ENGINEERS IN AMMUNITION STORAGE 

4 


Ammo storage 




Escape 

Tunnel 


Cache 

Shotgun 


LJ 




Elevator from 


Control Room 


J 


^^RIM AOffiS^Game Guide ^ 



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£ Health 
<f=> Recommended Path 


UEGEND 


[MsMlsmsiE© 


Wsefpm [kasalass 


V 


Browning Automatic Rifle 
or StG.44 

Mauser 


Ml 903 Springfield or G43 
(if you have the scope upgrade) 




This lift takes you 
down to your next 
objective. 


The engineers are ready to blow this tower. 

When the conference room is clear, enter the small lift 
that opens up and ride it down to the ammunition storage 
area. The engineers are down there setting demolitions 
charges. By the time you meet up with them, this objective 
is complete. 


ESCAPE THE 


Eliminate these 
enemies so you can 
get out without being 
shot in the back. 


As the engineers bug 
out, some Germans 
arrive. You must 
now get out of the 
flak tower. One of 
the enemy is a Nazi 
Storm Elite. Take 
cover behind one of 
the steel supports 
and hammer him 
with short bursts. 
Make your way to the stairs at the southern end of this 
area and follow them out to an area with a crate of weapon 
ammo, some Gammon grenades, and a shotgun. Swap out 
your sniper rifle for this close-range weapon because that is 
the type of combat you will be engaged in next. 



Pick up a shotgun and some ammo. 



Flak Tower 


Follow the wire out. 




Go back down 
the stairs and 
advance to the 
north, following the 
demolitions wire 
into another area. 

The catwalk ends, 
so quickly get down 
into the concrete 
passageway before 
enemies shoot you. 

This lower area is very dangerous. Steam leaking from pipes 
has reduced the visibility here. Several Nazi Storm Elites 
threaten here. They are pretty smart about running away 
from grenades, so you must carefully cook your Gammon 
grenades before throwing them. Also, use your automatic 
rifle to finish them off. Other types of soldiers are here as 
well, so don’t totally fixate on the Elites or the others may 
get you. 


One Nazi Storm Elite down. 



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^Mi nAI 1 ■! IIONOU™ 

Iwirb©rnE 


Watch for Germans 
up above. 


In the southwest 
corner you can find 
some health kits 
as well as more 
weapons ammo. 

Also look for 
Gammon grenades 
on the ground. 

Your compass is 
your friend in here, 
helping you locate 
threats you can’t see 
through the steam. 
Withdraw to cover if you have to as the Elites advance 
on you. However, by this time, you should be proficient at 
dealing with them. Continue to follow the wire to a ladder 
that takes you out of this area. Climb the ladder and enter 
some sewer pipes. Follow them to exit near the buildings 
outside the flak tower. 



This elite is hiding in a little alcove in 
the center. Bounce a Gammon grenade 
around a corner to blow him up. 



Take the sewers to safety. 


DESTROY THE FLAK TOWER 



Detonate the explosives to finish the mission. 


Now all that remains is to detonate the explosives down in the ammunition storage area. Move forward and pick up the 
Hellbox. Twist the detonator to ensure that the flak tower will no longer be a threat to the Allies. 





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flak Tower redux 




Use the recoilless rifle to wipe out the machine gun positions . 


Take out the snipers on the scaffolding. 

After you have finished this mission, it is challenging to try it with different tactics. For example, drop to the buildings outside 
of the flak tower and complete your objectives by fighting your way in. The best place to begin is on the upper floors of the 
buildings with a sniper rifle. Use it to clear the scaffolding of enemy snipers as well as to clear a way to the entrance for 
yourself and your allies. Then you basically just go about the objectives in reverse order, starting with the halftracks and 
ending with the artillery guns. Also, try experimenting with using the scaffolding to get to the various levels from the outside 
of the flak tower rather than fighting your way through enemies inside. 



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■*MEDAU>' HONOR* 

wirb©rnE 



While the single-player campaign missions are awesome and the enemy Al can be extremely challenging, sometimes you want 
to take the battle in a different direction — play against other gamers. Medal of Honor Airborne offers you the chance to do 
just that. 



Getting into a game 
is very easy. From 
the main menu, 
select the multi- 
player option, which 
varies by platform. 

For example, if you 
are playing on the 
Xbox 360, select 
Xbox Live. You can 
then select what type of match you want. A Quick Match 
puts you in an open game as quickly as possible. If you 
want to be more selective, Custom Match lets you pick the 
specifics of a match, and then searches for matches that 
meet your criteria. You can also use Create Match to host a 
match with all of your own settings. Let’s take a look at the 
different settings that you can use to customize your game. 





This is where you can select which type of game you would 
like to play. Your options are Team Deathmatch, Team 
Deathmatch Airborne, and Objective Airborne. 



Here you can determine how many rounds make up a 
match. You can choose from a single round, the best of 
three, the best of five, and the best of seven. 



This let’s you adjust the amount of time each round lasts. 
Your choices are 3 minutes, 5 minutes, 10 minutes, 

15 minutes, and 20 minutes. 



With this option, you can select whether you want friendly 
fire to cause damage or not. If you select yes, then friendly 
soldiers will take damage from your bullets as well as your 
grenades. 



For a match, you can select whether weapon upgrades 
are allowed. You can choose no and limit players to only 
the basic versions of all weapons. If you choose yes, then 
players can earn upgrades for their weapons normally. The 
final option, full, lets all players start out with fully upgraded 
weapons. 



This option allows you to select the maximum number of 
players for a match. You can choose from only two players 
to up to 1 2 players. 


Multiplayer mode lets you choose from six different 
maps. Three are from the single-player campaign: Husky, 
Avalanche, and Neptune. The multiplayer games only use 
part of the single-player maps, creating a small play area for 
intense combat. The other three maps — Destroyed Village, 
Remagen, and The Hunt — are taken from previous Medal of 
Honor games and updated for Medal of Honor Airborne. 


If you want only 
people you invite to 
play your match, 
then select yes for 
this option. If you 
need more people, 
then select no and 
open up your match 
to the public. 






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Threre are three different types of games. 



The standard Team Deathmatch puts players into two 
teams as the Axis and the Allies. Both start at their spawn 
locations on the map and try to kill each other. The team 
with the most points when the timer runs out wins. 



Team Deathmatch Airborne is similar to Team Deathmatch 
except that the Allies spawn in the air and drop down on to 
the map. This can be a fun, unique way to play because the 
Allies can drop down anywhere while the Axis team can try to 
kill the enemy while they are in the air and cannot fire back. 



The final mode is Objective Airborne. The Axis players spawn 
on the map while the Allied players drop from the air. Each 
map has three objectives that must be captured. To capture 
an objective, move next to the flag and the capturing 
process begins. The game ends when one team controls 
all three objectives or the time runs out. The winner is the 
team with the most points. 



Before starting a 
round, select the 
type of weapon you 
want to carry. You 
are limited to those 
weapons for your 
side — either Allied 
or Axis weapons. 
Unlike the single- 
player missions, in 
multiplayer, you can only carry a primary weapon, a pistol, 
and grenades. Therefore, you must determine what role you 
want to play during the match. You can choose a different 
type of primary weapon during a round, however you do not 
get that new weapon until you die and then respawn. 




You can also pick up weapons dropped by dead allies and 
enemies. This is the only way you can get a weapon that is 
available only to the opposing team. 



By using a specific weapon to kill enemies, you can earn upgrades for that weapon. Only kills in Ranked Matches count 
toward upgrades and they are cumulative for your player profile. Therefore, the more you use a weapon, the faster you can 
upgrade it. The following is a table of the number of kills you need for upgrading weapons. 




WEAPON UPGRADES 



Weapon 

40 Kills— 
1st Upgrade 

Benefit 

150 Kills— 
2nd Upgrade 

Benefit 

320 Kills— 
3rd Upgrade 

Benefit 

Ml Garand 

Ported Gas Cylinder 
& Front Sight 

+ Accuracy 

Lock Bar 
Rear Sight 

+ Zoom 

Grenade Launcher 

+ Launch 
Grenades 

K98k 

Polished Bolt & 
Action 

+ Rate of Fire 

5-Round 
Stripper Clip 

+ Faster 
Reload 

Grenade Launcher 

+ Launch 
Grenades 

Thompson 

Front Pistol Grip 

+ Accuracy 

Cutts 

Compensator 

+ Reduced 
Recoil 

50-Round Drum 

+ Ammo 
Capacity 


(table continued on next page] 



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WEAPON UPGRADES (CONT.) 



Weapon 

40 Kills— 
1st Upgrade 

Benefit 

150 Kills— 
2nd Upgrade 

Benefit 

320 Kills— 
3rd Upgrade 

Benefit 

MP40 

2 Taped Magazines 

+ Faster 
Reload 

64-Round 

Magazine 

+ Ammo 
Capacity 

SS Dagger 

+ Melee 
Attack 

BAR 

Compensator 

+ Reduced 
Recoil 

A2 Rear Sight 

+ Zoom 

2 Taped 
Magazines 

+ Faster 
Reload 

StG.44 

Flash Suppressor 

+ Reduced 
Recoil 

2 Taped 
Magazines 

+ Faster 
Reload 

ZF4 Scope 

+ Zoom 

Springfield 
Sniper Rifle 

Polished Bolt & 
Action 

+ Rate of Fire 

5-Round 
Stripper Clip 

+ Faster 
Reload 

Grenade Launcher 

+ Launch 
Grenades 

G43 (starts 
with scope) 

20-Round Magazine 

+ Ammo 
Capacity 

Eye Piece 

+ Reduced 
Recoil 

Grenade Launcher 

+ Launch 
Grenades 

Recoilless 

Rifle 

Scoped Sight 

+ Zoom 

Shell Bag 

+ Ammo 
Capacity + 1 

Shell bag 

+ Ammo 
Capacity + 1 

Panzer- 

schreck 

Better Sight 

+ Accuracy 

Shell Bag 

+ Ammo 
Capacity + 1 

Shell bag 

+ Ammo 
Capacity + 1 



The scoring system is fairly simple. During a round, you earn points for killing enemies, working together as a team, and 
capturing objectives. Here is a breakdown of points. 


SCORING 

Action 

Points 

Earned 

Be with teammate during objective 


capture (cumulative with points earned for 

1 

capturing the objective) 


Suicide (grenade, rocket, fall) 

-2 

Team kill 

-4 


SCORING 

Action 

Points 

Earned 

Kill an enemy 

2 

Kill assist (hit an enemy who is then killed 


by a teammate within a short amount of 

1 

time) 


Capture an objective 

2 


As you play Ranked Matches and earn points, your total score is used to determine your rank. The following is a table of 
the ranks to which you can be promoted. 





MULTIPLAYER RANKS 


Rank 


Allied Rank 



Axis Rank 

Points Needed 
(Ranked Matches only) 

1 

6 

Recruit 

Q 

Recruit 

0 

2 

6 

Private 

Q 

Grenadier 

30 

3 

A 

Private First Class 

O 

Obergrenadier 

60 

4 

a 

Corporal 

V 

Obergefreiter 

120 





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Rank 


Allied Rank 


Points Needed 
(Ranked Matches only) 


MULTIPLAYER RANKS (CONT.) 


Axis Rank 


5 

psg 

Sergeant 

— 

Unteroffizier 

180 

6 

# 

Staff Sergeant 

— 

Unterfeldwebel 

240 

7 

i 

Sergeant First Class 

— 

Feldwebel 

300 

8 

i 

Master Sergeant 


Oberfeldwebel 

400 

9 

1 

First Sergeant 

n 

Stabsfeldwebel 

700 

10 

u 

Second Lieutenant 

— 

Leutnant 

1,000 

11 

LI 

First Lieutenant 


Oberleutnant 

1,300 

12 

L U 

Captain 

■ 

Hauptmann 

1,600 

13 

& 

Major 


Major 

2,000 

14 

* 

Lieutenant Colonel 

m 

□berstleutnant 

2,400 

15 


Colonel 

m 

□berst 

2,800 

16 


Brigadier General 

— 

Generalmajor 

3,200 

17 

kk 

Major General 


Generalleutnant 

3,700 

18 

*** 

Lieutenant General 

m 

Generaloberst 

4,100 

19 

ktrkli 

General 


General 

4,500 

20 


General of the Army 

Ezj 

Generalfeldmarshall 

4,900 


L&MDEM© 


wimmtsm* 


TACTICS 




The Allies drop in on the map for two of the three types of 
multiplayer games. While falling, you have a great view of 
the map below and can see the enemies running around like 
ants. Use this advantage to land behind them or somewhere 
with cover. You can also drop right on any of the objectives 
as well as rooftops. Just be careful when dropping next 
to enemies since they may shoot you before you can even 
hit the ground. Do not forget to use the deadly melee kick 
attack as you land right on top of an enemy. 



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F HA l'i| fONOR™ 

m] 


Rl 

B® 

Rl 

N 

fl 

E 



In multiplayer games, every landing is a greased landing. 
Therefore, when playing as the Allies in a game with a drop, you 
can try to land anywhere without worrying about botching the 
landing. When playing as an Axis soldier, attack the paratrooper 
as soon as he touches down because he will be ready to fight. 



The biggest 
difference between 
Medal of Honor 
Airborne and other 
multiplayer games 
is the drop. When 
playing as the Axis, 
you have to train 
yourself to look 
not only left and 
right, but also up so the enemy does not surprise you. The 
paratroopers are targets while they are in the air. Use an 
automatic rifle or other high-powered weapon to kill them in 
midair when they can’t shoot back. 



If you are good with grenades, cook one off so that it detonates 
in midair right next to a dropping paratrooper. Not only is this 
cool, but it also earns you an achievement. 


USB THU Hums 

All the multiplayer 
maps have heights, 
so use them. Verti- 
cally is a key part of 
this game, and the 
more you use it, the 
better you do. As a 
paratrooper, you can 
drop onto rooftops 
and then fire down 
on enemies below. 

However, most 
heights can be 
reached from the 
ground, such as by 
ladders, for example, 
so Axis players 
should also use the 
heights — especially 
since Allies expect to 
find you running around on the ground. 



Teamwork is so important. All three types of games are 
team-based. Communicate with the other people on your 
team, letting them know what you are doing and where you 
going. In the Objective Airborne game, keep at least one 
player back to guard the flags you have captured. Stay off 
to one side so you have cover and a clear field of fire at 
the area around the flag. Since the game is over when one 
team captures all three positions, you don’t want to have to 
recapture the same flags again and again. 



Use grenades a lot. The more kills you get with them, the more 
upgrades your earn — each of which allows you to carry more 
grenades at one time. You always start out with grenades no 
matter what weapon you select. Just be sure to cook grenades 
before throwing since you don’t want the enemy to kick them back 
at you. Being killed by your own grenade is so embarrassing. 


thi ii®iHnr wsabqm 

The weapon 
you carry really 
determines the 
way you play a 
multiplayer game. 

Since you can only 
have one weapon 
in addition to your 
pistol, your options 
are somewhat 
limited. You are a sniper, a close-range assaulter, or a 
medium-range gunner. 








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If you take a Panzerfaust or recoilless rifle, you can only fire it when in scope view. Therefore, find a safe position with some protection that 
allows you to take your time with each shot. Have your pistol out when running around the map since you can fire it quickly for defense. 



LEGEND 


GS> (SCsSagifflscss 

\ ^ 


This map is the central part of the town. You can enter the 
market buildings, using them not only to get from one point 
to another, but also for defending the flags below. 


Be map si. 


Use the rooftops to kill enemies down below. 



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■■MEDALS HONOR* 

^Virb@rnE 



The flags are all out 
in the open , so after 
capturing one , find 
cover from which to 
defend it . 



The city wall provides 
a good way to get 
around and a position 
on the map's edge 
from which to shoot 
at your enemies . 






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This map features the amphitheatre as well as the central 
area. Use the many ruins for cover as well as the aqueducts 
for a height advantage. 




Use the aqueducts 
and the upper levels 
of the amphitheatre 
for sniping at 
enemies. 


MlFTOMi 



This map is a bit different than the single-player version. You are only on the western side centered on the approach to the 
radar bunker. Each team spawns with a base — the Axis in the bunker to the north and the Allies near the house in the south. 
In addition to the open terrain between the two bases, there is also a tunnel running beneath the central area that leads 
right into the bunker. 



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1IONOU* 

Iwfrb©rnE 



There are entrances to the tunnels from inside the bunker as 
well as through an opening just north of the house. 



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This map consists of a central group of buildings, buildings on the perimeter, and a street running between the two. There 
are many rooftops and some have hole through which paratroopers can drop right into cover. Some long sight lines make 
this a good map for those who like to snipe. 



The central objective is located on the second floor of this 
bombed-out house. You can take this ramp of lumber up to 
the location or use a ladder right under the flag. 



As the Axis , look for ways to get up to the rooftops. 


THBlfflOMT 




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ci I lONO^™ 

IwirbqrnE 


This map is dominated by a church and graveyard on one side and a village on the other. There are good heights to use as 
well as many buildings to move through while under cover. A good tactic is to cross the roads at a sprint so enemy snipers 
have less of a chance of shooting you. 



Both of the other flags can be easily defended while taking 
cover in nearby buildings. 



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Remagen is another city map. However, this one has narrow streets with buildings that seem to tower over them. The 
central house is one building, offering a lot of interior close combat. The clock tower is a sniper’s dream, but can be 
accessed from the ground as well as the rooftops. This maps combines a lot of close-range combat with long-range sniping. 




Dropping into Remagen offers many places to 
land at various elevations. 


This walled walkway offers cover along the sides , allowing 
you to get through an area quickly and safely. 



The clock tower 
usually has a sniper 
in it. If you are 
on the ground, be 
careful. However, 
if you are on top, 
watch out for other 
snipers trying to 
knock you off your 
perch. 



The central house 
offers room-to-room 
fighting. You can 
also access the roof 
from the balcony 
overlooking the Axis 
headquarters. 



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■*MEDAU>' HONOR* 

'A'l RB©RNE 



Medal of Honor Airborne offers a number of different awards that you can earn. 




After completing each mission, you are awarded a number 
of stars based on your performance. The star rating is 
determined by the number of points you score according to 
the following formula: 

(weapons accuracy percentage) x 100 + number of kills - 
(number of player deaths) x 10 = Points 


Star Rating 

Points Required 

1 Star 

0 

2 Stars 

40 

3 Stars 

80 

4 Stars 

135 

5 Stars 

150 



There are six different medals that are awarded based on your performance during the campaign. 



Awarded for exceptionally meritorious service 
in a position of great responsibility. 

Requirement: Equip and use all weapons in 
the game. 



Awarded to Army personnel who distinguish 
themselves by heroic or meritorious service in 
connection with military operations. 

Requirement: Earn a 5-star rating on all 

missions in the Easy difficulty. 




Awarded to Army personnel for exceptionally 
meritorious conduct in the performance of 
outstanding services. 

Requirement: Complete any mission 
without dying. 




Awarded to Army personnel for gallantry in 
action while serving in any capacity. 

Requirement: Earn a 4-star rating on all 

missions in the Medium difficulty. 




Awarded to Army personnel for one year of 
honorable federal military service during 
the war. 

Requirement: Complete all missions. 


v 




PnmMOTSMip sbmgb ci©s§ 


Awarded to Army personnel for acts of 
heroism that do not warrant the Medal of 
Honor. 

Requirement: Earn a 3-star rating on all 

missions in the Hard difficulty. 






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Achievement Name 

Description 

Gamerscore 

Reward 


Jump Training 

Completed jump training 

5 

m 

Go Go Go! 

Got pushed out of the plane 

5 

m 

Greased Landing 

Touched down with a greased landing 

5 

K 

Flared Landing 

Touched down with a flared landing 

5 


Death from Above 

Killed an enemy with a melee kick 

10 

m 

Jumpmaster 

Discovered one skill drop location in each mission 

25 


Master Parachutist 

Discovered all skill drop locations in the game 

40 

Q 

Crack Shot 

Got 1 0 headshots in a row 

25 

B 

Tick-tick-BOOM! 

Killed three enemies with a cooked grenade 

20 

P 

5-in-a-Row! 

Earned a 5-in-a-row 

20 

■ 

Homerun! 

Killed an enemy using sprint melee 

10 

H 

Shoot to Kill 

Killed an enemy while moving in ironsights 

10 

U 

In Yer Face! 

Killed an enemy by kicking a grenade at him 

20 

rr 

Purple Heart 

Recovered full health after being on verge of death state 

10 

m 

Pop-n-Drop 

Crouch sprinted between cover objects 

5 

M 

Weapon Handler 

Fully upgraded one weapon 

25 

n 

Weapon Specialist 

Fully upgraded five weapons 

50 



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■•MEDALS HONOR* 

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Achievement Name 

Description 

Gamerscore 

Reward 

E 

Weapon Master 

Fully upgraded all weapons 

75 

e 

Cheat Death 

Completed an operation without dying 

20 

m 

Village of Adanti 

Completed Operation Husky 

15 

m 

Paestum Ruins 

Completed Operation Avalanche 

20 

m 

D-Day in Reverse 

Completed Operation Neptune 

25 

m 

Nijmegan Bridge 

Completed Operation Market Garden 

30 

H 

E J 

War Machine 

Completed Operation Varsity 

35 

f" 

Der Flakturm 

Completed Der Flakturm 

40 

i 

Complete on Casual 

Completed the game on Easy difficulty 

25 

D 

Complete on Normal 

Completed the game on Normal difficulty 

50 

E 

Complete on Expert 

Completed the game on Expert difficulty 

75 


Total 700 


MranpiLfflm 



Achievement Name 

Description 

Gamerscore 

Reward 

kd 

MP — Distinguished 
Service Cross 

Got over 1,000 kills and 500 Objective Points in Ranked Matches 

75 

hi 

MP — Distinguished 
Service Medal 

Got over 500 kills and 250 Objective Points in Ranked Matches 

25 


MP — Silver Star 

Got over 100 first place finishes in Ranked Matches 

0 


MP — Legion of Merit 

Got over 30 Objective Points in a Ranked Match 

20 

Li| 

MP — Soldier’s Medal 

Got 20 kill assists throughout a career in Ranked Matches 

20 





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Achievement Name 

Description 

Gamerscore 

Reward 


y 

MP — Bronze Star 

Got over 20 top three finishes in Ranked Matches 

0 


m 

MP — Purple Heart 

Recovered full health after being on verge of death state 

10 


m 

MP— World War II 
Victory Medal 

Came in first place on every map in any game mode in Ranked Matches 

0 


E 

MP — American 
Campaign Medal 

Was on the winning team for every map in Ranked Matches 

0 


□ 

MP — EAM Campaign 
Medal 

Played every map at least once in a Ranked Match 

25 



MP — Good Conduct 
Medal 

Played 20 consecutive Ranked Matches without getting a team kill 

0 


E| 

MP — Presidential 
Unit Citation 

Got 20 Team Points in a Ranked Match 

30 

_ 

H 

MP — Meritorious 
Unit Citation 

Got 10 Team Points in a Ranked Match 

20 


m 

MP — Paratrooper’s 
Badge 

Killed an enemy with a melee kick 

10 


m 

MP — Combat 
Infantryman Badge 

Killed an enemy player while he was parachuting 

10 


L4 

MP — Pistol Whip 

Killed an enemy with a pistol melee attack 

10 


m 

MP — Human Flak Gun 

Killed an enemy player with a grenade while he was parachuting 

5 


53 

MP — Weapon Virtuoso 

Upgraded all weapons in Ranked Matches 

40 


Total 300 



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While writing this book, I had the opportunity to travel to the Electronic Arts Los Angeles campus and talk to several of the 
people who created Medal of Honor Airborne. Through these interviews, I was able to get a much better understanding of 
not only the best ways to play the game, but also all the hard work that went into creating the game. I want to thank Bryce 
Yang at EA Los Angeles for setting up this visit and these interviews and for all the extra help he provided for this guide. I 
have included excerpts from these interviews with several different people who were instrumental in bringing Medal of Honor 
Airborne to fruition. 



MK: What previous projects have you worked on? 

PG: I was the executive producer on the first Medal of 
Honor. 

MK: What was the idea behind MOH Airborne ? 

PG: To take the franchise to the next generation. MOH 
has always been about the big moments of WWII and 
the men who were caught up in this spectacular stuff. 
But with Airborne , we wanted to get the focus back 
on the people and back on the singular experience of 
the war. Our way of doing that was to pick a specific 
division of the armed forces and focus on that singular 
experience. And the experience we went after was the 
Airborne. The only thing we could think of that would 
be more intense than being on a Higgins boat on Utah 
Beach when the ramp goes down would be being in 
a C-47 flying over Utah Beach, jumping into midair 
all by yourself, and then falling behind enemy lines. 

Each of those are defining moments when you can 
be a hero. The whole game is based on that one core 
concept — the first step is everything. The experience 
that follows is designed to follow on that one key 
moment of choice. 

MK: How long have you been working on MOHA ? 

PG: About two and a half years. We started toward the end 
of European Assault and built a bunch of prototypes in 
the Pacific Assault engine. 


MK: How many people are involved in making Airborne? 

PG: From start to finish, about 110 have worked on some 
part of it. 

MK: What are your goals for the project and some of the 
challenges? 

PG: To make the best MOH ever. We wanted to do this 
through innovation and break the formula from the 
outset. Previous MOH was linear and a lot of first- 
person shooters are the same way. You walk here, 
trigger an engagement, fight it, then go on to the next. 
We wanted to do something different and it was all 
centered around the jump. You can drop anywhere. 
That didn’t work with the linear-type game. So we had 
to create a whole new game that would let you go 
anywhere and would still work. 

MK: Do you think this type of design encourages replay- 
ability? 

PG: Definitely. I have spent more time playing Operation 
Husky than I have ever spent playing any other whole 
game. And I’m still not bored of it. I was playing it just 
yesterday. That mission has stood up for eight months 
now. We didn’t design it for replayability. We designed 
it to get to a higher level of emotional truth. We 
wanted to create emotional surprise for the player. 





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MK: 


What are your main responsibilities for MOH Airborne, MK: When designing a level or mission, what is the 
which do you consider the most challenging, and why? process? What is the first step, and so forth? 


CB: Getting all the levels and the content coordinated. All 
the art assets, the sound assets, the design of the 
levels — making sure it all comes together. 

MK: Are the missions based on actual historical actions? 

CB: Absolutely. Each of the operations that we have in 
the game is an operation that the Airborne actually 
dropped into. Our specific actions that occur in the 
game are necessarily actual. The locale, the basic goal 
of the real-life operation is very similar to what we are 
doing. 

MK: How did the team balance the game’s realism and 
playability? 

CB: It is a spectrum and you choose where on that 

spectrum you want to be. The vast majority of people, 

I feel, want something that’s pretty accurate, that’s 
in the times, and is indicative of what could have 
happened. We are definitely inspired by the events, 
but want to make sure that the player is getting an 
indication of what it would be like to be an airborne 
soldier in WWII. However, each of the missions has 
some license we take with reality. That is mostly so 
we can give the best gameplay experience possible. 
Dropping into Sicily 30 miles from your DZ and 
marching through shrubs — I don’t know if that is going 
to be exciting for people. We want to make sure that 
the action stays high throughout the whole game. 
Making the game fun all the time is my number one 
goal. When we took license, it was in order to be fun. 

MK: What types of people come together to create a 
mission? 

CB: It is actually a pretty diverse group. Each of our 

missions has a lead artist and a lead designer. Then 
they would draw in one to four more designers and 
one to four more artists. When I say artists, there are 
modelers, texturers, shader guys, lighters, and then a 
cinematics department for the part in the plane. The 
audio department is another five to six people, so each 
mission is a collaboration of about 25 people. 


CB: The first thing you do is the story arc. Then within each 
operation, we had two to three different locales, built 
them up in two to three maps, stood them up really 
roughly, and saw how they played. As time went on, we 
realized that these are the missions that are feeling 
good and hit our tenets of open space and verticality in 
the level that we wanted. Then, once we selected our 
missions, it is really kind of seven stages that we went 
through. Getting it up on its feet in a basic block form. 
Then getting it populated. Getting it textured in rough 
form to then see how it is. Refining the objectives and 
the fights and getting the layout right. Then lighting 
comes in at the end. There was a lot of going back to 
fix little things here and there until we got it right. We 
worked on our X level — Operation Husky — for quite a 
while getting everything right. Then, once we had it, 
we went into full production on the other levels quicker 
since we had already proven what works and what 
doesn’t. You have to test all your assumptions, listen to 
what the software is telling you, to make sure you have 
what you intended. 

MK: Is there something you want players to know about the 
game, that they would not realize for themselves? 

CB: The last level of the game is arguably the best level 

ever in a Medal of Honor game. It is just awesome — the 
verticality, the intensity of the fights, the space that 
you are in, the action the player encounters. As a 
final level, it just kind of sums up what the game is all 
about. It is kind of the final exam. I have played it over 
100 times and still love it. 




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MK: What is your background? 


KH: My background is in feature film animation story devel- 
opment. I worked on Shrek , Prince of Egypt, and then 
with Disney on Treasure Planet. I was also the director 
of concept art and cinematics for Golden Eye: Rogue 
Agent with EA. 

MK: What are your main responsibilities for MOH Airborne? 
Which do you consider the most challenging, and why? 



MK: What type of research went into the weapons? 


KH: The weapons are pretty much a given for this type 
of game. What we really looked into was the field 
modifications that the troops might have done on their 
own. What they might have modified, added onto, or 
taped onto their guns as a result of their battlefield 
experience. 

MK: Did you also do research on the uniforms and clothing? 


KH: I was the producer of pre-production and the production 
designer. I directed a group of game designers and 
concept artists as we designed the blueprint for the 
missions. We researched, whiteboarded, and then 
pre-visualized every mission in the game. Our thorough 
pre-production gave production a solid foundation to 
build on. 

MK: Where does research come into play during the design 
of a game? 

KH: In every phase. The game designers come up with an 
idea for a mission and its objectives. My first goal was 
to get a deeper understanding each region and its 
unique history. 

We scoured through books, the Internet, videos, and 
audio files, and talked to experts in an effort to get 
a solid picture of the history of the area. From that 
research my concept artists (led by Toby Wilson) begin 
to digitally construct the layouts for our virtual location 
designs. 

MK: Did you or the team travel to the actual locations for 
the missions? If so, where? 

KH: We did send a team to Europe to photograph many 
of the historical locations that were going to be 
representing in the game. In our quest to create 
exciting environments for gameplay, we broadened our 
research to areas near the historical sites. Any areas 
that were regionally correct, and that we thought could 
add some visual punch to the look of our game, were 
added to our reference collection as well. 

In the end we tried to create sets that were informed 
by history, looked authentic, and were conducive to 
really fun multi-tiered game play. 

MK: Do you feel the art helps set the tone for a mission? 

KH: As the production designer of the game, setting the 
visual (emotional) tone for MOHA was my primary goal. 
What we set out to do was to revisit/reinvent the look 
of MOH. We wanted to give the player an immediate 
sense of theme and location for each mission so they 
could be “in the moment” while they’re playing the 
game. Our goal was to put the player into an authentic 
and immersive environment that truly allows them to 
feel what it would be like to jump out of a C47 airplane 
as it wings its way over a war torn Europe. 

^^RIMAOfflS^ame Guide 


KH: We wanted to be authentic with our uniforms in the 
game. We also needed to push the visual contrast 
between the uniforms of the Nazis and the Allies. 

We were influenced by the look of Norman Rockwell 
paintings for the Allies and by the work of J.C. Leyen- 
decker for the Nazis. With the Allies, we focused 
on the crumpled, well worn, uniform of the rugged 
individual. For the Nazis, we went for a more squared 
off and rigid (machine made) look. 

MK: What sources did you use for your information? 

KH: We used everything we could get our hands on: 

Internet, books, movies, audio recordings, WWII 
history experts, fieldtrips to museums, etc. We also 
had a guy in Europe that was able to get us some of 
the harder interior reference material that we were 
looking for. 

One of the most useful books we came across was 
filled with page after page of Nazi bunker layout 
illustrations. We used that book heavily for Operation 
Neptune, and for the Flak tower on our final mission. 

In some instances, where we could not find hard 
facts, we had to improvise a bit. In Flak Tower we had 
to figure out a way to get all of those huge 128mm 
shells up to the quad set of dual 128s located on the 
top of the building. One of my concept artists, Daniel 
Cheng, found an image of a shell conveyor on line. That 
conveyor became the centerpiece for the Flak Tower 
interior and was probably very similar in design to what 
the Nazis would have used to move those huge 128 
shells up to the 80 foot roof top of the tower. 

MK: How important is historical accuracy in MOHA and how 
is it balanced with playability? 

KH: We looked at the historical events of the war, and tried 
to give the player an authentic feel for what it would 
feel like to be in that environment, at that time in 
history. Some of the locations the player will drop into 
were tuned to make them better for gameplay — some 
were more heavily tuned than others. 



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It’s a given that to make good gameplay we had to 
play fast and loose with some aspects of history, and 
the topography of a location. We built a city in Italy to 
represent an airdrop location in operation Husky. The 
city looks and feels authentic, but if you look it up you 
won’t find it on any map. And yet it “feels” correct. 

Our focus was to establish authentic aesthetics for the 
game, and to give the player a memorable, high-quality 
game experience. We needed to have really dynamic 
vertical gameplay first and foremost. 


MK: What aspect of your work are you proud of? 

KH: I am really proud of the immersive visual density and 
authenticity that we were able to get into the game. 

I am proud of the work my crew has done on this 
production and the new game design methodologies 
we pioneered in the creation of this game. I hope the 
gamers have as much of a good time playing MOHA as 
we did making it. 



MK: What are your main responsibilities? 

RD: I run the design department. Mostly it is problem 
solving, like a free safety. You don’t own any mission 
individually, but you are always jumping in to help people 
get their work done. I am also the liaison with the 
production side. Producers will come to me and want 
something, then I will have to figure out how to do it. It 
is also about communicating the vision of the game — 
making sure the team understands and is on board 
with the idea of what we are trying to achieve. A lot 
of it is also motivation, being a leader, getting people 
excited about it. 

MK: What are your favorite weapons to use during 
missions? 

RD: That is a tough call. I am equally torn between the 
shotgun and the sniper rifle. I honestly feel like we’ve 
made one of the best shotguns that has ever been in 
a FPS game. It is closely tied in with our kinetic death 
system — just like the nature of what a shotgun does. 
The sniper rifle in this game is kind of unique. Because 
the game is sandbox-oriented, there are places you 
can get on top of and just try to snipe out the entire 
level. This game has a unique sniper experience. Most 
games when you are in a sniper level, you know you are 
in a sniper level. It is very forced and staged. In our 
game, there are sniper opportunities everywhere. You 
can almost deplete an entire level of enemies by just 
staying up on the rooftops. 

MK: Can you share some secrets about the game? 

RD: You get the more out of the game, the more creative 
you are. Completely free yourself from the linear design 
where you are strung along and open your mind. The 
game will start rewarding you as you do this. 

MK: Do you have a suggestion for a player new to the MOH 
series that will help them be a better player? 


RD: If you are just starting the game, land near the green 
smoke grenades, just to get your bearings first. You 
land with your allies and they are there to help protect 
you. It is usually safe to land there. Other strategies 
are always look for flanks. Every fight has a way to get 
around something. Move up with your allies and while 
they are engaging the enemy, get around behind them. 
It really rewards you when you start looking for those 
things. If you are low on health, head to a green smoke 
grenade and a health crate will restore all your health. 

If you are new to MOH, then experiment with peek 
and lean and the crouch sprint. You really have to use 
cover. If you try to run and gun, you are going to die 
a lot. Getting the timing right on cooked grenades is 
another really big thing in the game. Experiment with it 
to get it right. 

MK: How important are rooftops and heights in this game? 

RD: It depends on your style of play. There are a lot of 

advantages. However, there is not a lot of cover and no 
ammo to pick up. If there is a street fight and you are 
the one guy picking off the enemy from above, rooftops 
can be pretty powerful. The only level that does not 
really have a lot of heights is Operation Neptune. 

MK: What is the greatest hurdle you had to overcome when 
making a game of this type? 

RD: The two biggest hurdles were the Affordance Al — 

working with the procedural Al system. The other one 
was nonlinear level design. 

In the first one, when you move to a procedural 
system, you are doing something different. The way we 
have always done things up to this point, especially FPS 
games, is the player walks up to a trigger and then it 
sends an Al to this cover, this Al over to this position. 
The designer had specific control over exactly who went 
where and everything. You were completely in control 
of the set. Procedural Al took all of that control out of 
our hands. All we could do is spawn these guys in, give 
them an idea of where the fight we want them in was, 
and put some cover in. And then they just think for 
themselves. 



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For the nonlinear level, the challenge was getting it to 
work. When we started it was too open and the player 
could stay out of the engagement area, and just pick 
off enemies. So what we did was scrunch everything in 
closer, so the player had to get more involved instead 
of just staying back all the time. Also, we used a 
hub-and-spokes system. Most levels have some type of 
hub with the objectives branching off from it. That way 
we can still have some parts that are kind of linear and 
familiar to the player, while still letting them have the 
freedom of decision. 


MK: Is there anything else you would like to share with 
players? 

RD: Experiment with landing choices. You can get a 
completely different experience depending on your 
landing choice as well as which objectives you go after 
first. An example is the town hall in Operation Husky. 
Trying to fight your way in from the town square is 
really hard and you might keep dying. Landing on the 
roof is a completely different experience. Get creative 
and try to think outside of the linear trough that you 
are used to. 

Also, we set out to change the FPS genre, and that’s 
what I think we’ve done. We are really satisfied with 
the results. We are going to be here for a while. 
We’ve got a Triple-A team and we’re going to keep the 
franchise going. 



MK: What are your main responsibilities for MOH Airborne? 

ML: Early prototyping for the levels. Level design had to be 
worked out for the player to land anywhere. And then 
the Al to work with it. Later on, mission design, early 
layout docs, then oversee other levels. I helped out 
on Husky and was the Lead on Avalanche and Market 
Garden 

MK: Since MOH Airborne is very open in its gameplay rather 
than scripted, what challenges did you face in designing 
these missions? 

ML: Getting the interesting experiences you get from a linear 
game in a game where you can drop anywhere. How do 
we craft the environment? How do we focus the player 
toward the objectives? And performance — how can we 
get this all in and still have it work? 

Everyone expects MOH to be a very crafted experience 
with the cinematics and such. The hard part for us 
is, how do we know where the player is going to be 
so we can set the cameras up? What is interesting 
is that the more we let go of trying to control where 
the player was going to be, and the more we started 
thinking he could be anywhere in this area, we need to 
make sure no matter where he lands he gets a good 
view, then it really wasn’t that hard. The more we tried 
to focus the player, the more things were breaking. By 
leaving it more open, with less walls, then it seemed to 
work better. 

MK: What is the process you go through when designing a 


mission? 

ML: We start with the most simple diagram: What is sort 
of the pattern you want it to go in? Then we have 
graphic artists and artists start pulling up references. 
We know where it is going to be, what timeframe, 
what the situation is going to be, so let’s get some 
pictures and put it all on the whiteboard. We get the 
dry erasers out, figure out what the objectives will be 
and, board after board after board, we get a rough 
diagram and, if you squint your eyes, you can kind of 
see the map. That is the point where we start working 
on a 2-D. I don’t let them start a 3-D until we have 
a reasonably agreed upon map and design document 
that describes all the objectives, all the special events, 
etc. As a result, there was little deviation from the 
beginning 3-D work to the final because it had all been 
planned out before. I have a Master’s in architecture 
and that was the way I was trained. You do all the 
preliminary work, plan it all out, before you even go 
near a shovel. 

MK: Is there something in the game of which you are 
particularly proud? 

ML: I wanted to bring the game back to the player. We 

want players to go to their friends and say, “You won’t 
believe what I did in Medal of Honor Airborne” You 
can’t do that in linear games because he’ll say “Yeah, 

I did the same thing.” We want them to have a sense 
of accomplishment. Take your time, play the maps, 
upgrade your weapons, explore every crevice, have fun. 





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MK: How did the new Al technology come about? 

TF: When we started working on Airborne, we did not 

know what the drop would bring to the game. We then 
realized that you give control to the player, and when 
you do that and the player can land anywhere, not 
only do you have to have an environment that is big 
enough and rich enough for choices of where to land, 
you also have to have a technology that can handle 
it. The player is not going to be coming down a pipe 
to each engagement. They can come from the front, 
from the rooftops, from the rear, from some other 
flank. Our existing technology would not work for this. 
We prototyped with engines from MOH Pacific Assault 
and other MOH games, but they wouldn’t work. The 
encounters could only played from one particular 
direction or the engagement would break. So we 
developed the Affordance Engine. 

MK: What is the Affordance Engine in a nutshell? 

TF: A solution where the Al can use the environment to their 
advantage against the player — a player that can attack 
from any direction either with his allies or by himself. 

MK: Does the allied Al use it as well? 

TF: Yes, they do. In fact, they actually try to teach the 
player early on to look for affordances or terrain that 
will give him an advantage over the enemy. They do this 
by modeling the behavior. They will always take cover. 

If there is a machine gun, they will man it. They get the 
player thinking, “How can I use that?” 

MK: Is the engine modeled after something? 

TF: Yes, we based it on the tactics of the German army, 
scaled down to a smaller scale. In war, soldiers usually 
were not so close to the enemy. For the game, we 
wanted to make it more intimate. You are in closer 
proximity to the enemy than you would be in real life. 

MK: How does the enemy detect you? 

TF: You could theoretically play the game stealthily, but it 
is very difficult since the enemy turn their heads a lot. 
They will hear you reload, switch weapons, walking too 
fast, etc. Threat is an even bigger drive than detection. 


MK: How do you get the enemy Al to respond? What are 
their priorities? 

TF: They have an order of threats to which they respond: 

1 . The enemy shot at me. 

2. The enemy killed someone next to me. 

3. The enemy blew my cover, so the cover is no 
longer protecting me. 

4. I can see the enemy. 

5. The enemy is near me. 

The higher-level enemies will move around and try to 
flank you, especially if you are behind cover and not 
firing at them. 

MK: How does the friendly Al (U.S. paratroopers] react and 
respond to the player’s actions? 

TF: They will use similar tactics to the enemy as well as 
other things. When you start to lose health, they will 
start to help you more rather than just moving to the 
objective. If you kill enemies and clear an area, they 
will move up and claim it. If you are near them when 
they are about to move up, they will say something like 
“Cover me” to coax the player to move up. If they see a 
mounted gun position or a grenade on the ground, they 
will point it out. They will provide suppressing fire for 
you and for each other. If you provide suppressing fire 
when the allies are moving up, they are a lot more likely 
to survive getting to new cover. 

MK: Is there something you want players to know about the 
game, that they would not realize for themselves? 

TF: MOHA offers the player an experience unique to the 
player’s playing style, to the player’s obsession. The 
only way the player will notice that is to play the same 
level twice in different ways. The weapon selection also 
adds variety. You are going to play a mission differently 
with a sniper rifle than you would with a shotgun. The 
experience you are having with this game is your own. 
No one playing the same mission is going to have the 
exact same experience that you had. 





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MK: What previous projects have you worked on? 

TH: MOH Breakthrough and MOH Pacific Assault 

MK: What are your main responsibilities for MOH Airborne? 
Which do you consider the most challenging, and why? 

TH: To get the multiplayer done and fun. The biggest 

challenge was how to leverage the single-player game 
to make multiplayer more fun. 

MK: What makes the multiplayer game in MOH Airborne 
different from other games? 

TH: The airdrop sets it apart from everything else. Unlike 
in single-player, you can jump anywhere. The maps are 
smaller and everything is in the drop zone. You spawn 
in the air and instantly the whole world is below you. 
The enemies are running around like little ants and 
you can land behind them to take them out or land 
somewhere safe, like through a hole in the roof. Every 
time you spawn, you can make decisions based on 
looking at the world below you. Also, the entire map is 
playable. 


MK: How did you go about making the maps for multiplayer? 

TH: We used three maps from MOH Allied Assault and 
had to next-gen them, add roofs since they didn’t have 
originally, and make it so you can land anywhere. We 
also had to make ways for the Axis to get up on top 
of the buildings. There are also three maps from the 
single-player missions. Since those were huge, we played 
around in them and found areas that were interesting, 
then sectioned them off to create a smaller play area. 

MK: Do you have a goal for the way the multiplayer games 
are played? 

TH: We want players to strategize and play together — 
especially in the Objective Airborne games. For the 
games with airdrops, we also want the Allies to be 
looking down to plan where they should land and the 
Axis players to be looking up to try to either shoot 
the enemy in the air or position themselves for when 
they land. 

MK: What strategy or tactic do you use during multiplayer 
games? 

TH: Start with the automatic weapons since they are easier 
to use. Fire them in short bursts. 



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Special Thanks 

Prima would like to thank Bryce Yang and the team. 


MEDAL OF HONORS AIRBORNE 
PUBLISHED BY ELECTRONIC ARTS 
A PRODUCTION OF ELECTRONIC ARTS LOS ANGELES 


Executive Producer 

Patrick Gilmore 

Senior Development Director 

Jeff Charvat 

Technical Director 

Mark Dochtermann 

Creative Director 

Jon Paquette 

Audio Director 

Paul Lackey 

Art Director 

Justin Thomas 

Production Designer 

Ken Harsha 

Computer Graphics Director 

James H. Dargie 
Producers 

Christopher A. Busse 
Tom Hess 
Matt Marsala 
Neville Spiteri 
TJ Stamm 

Development Directors 

Kevin Hendrickson 
Audrea Topps-Harjo 
Patrick Hurd 
Michael Saladino 
Meg Sheehan 
Lead Designer 
Rex Dickson 
Lead Engineer 
Simon Myszko 
Al Lead 
Timothy Ford 
Lead Character Artist 
Eoin Colgan 

Lead Environment Artist 

Waylon Brinck 

Lead Lighter 

Rachel Mina 

Lead Visual Effects Artist 

David Oliver 

Lead Animator 

Eric Smith 

Lead Concept Artist 

Toby Wilson 

Community Manager 

Justin “BlackHat” Korthof 


Project Coordinator 

Jada Brazil 

EALA General Manager 

Neil Young 

DESIGN TEAM 

Designers 

Joe DiDonato 
S. Ryan Heaton 
Robert Bruce Heck 
James Kono 
Chad LaClair 
Josh Leyshock 
Michael Licht 
Kevin Mack 
Stephen Riesenberger 
Edwin Rodriguez 
Paul Valdivia 
Tamar Zeithlian 
Design Interns 
Chris DeLeon 
Kwasi Mensah 
Herb Yang 

ENGINEERING TEAM 

Systems Engineers 

Jimmy Alamparambil 
Pedro Arroyo 
Edward Beranek 
Scott Carter 
Steve Chow 
Randy Dillon 
Jerome Lanquetot 
Tom McDevitt 
Ben Vance 

Gameplay Engineers 

Omar Aziz 
Jim DiNunzio 
Mona Fawzy 
Frantz Joseph 
Michael Kron 
Donald Lawton 
Darryll Rohr 
Matthew Tonks 
Andrew Wang 
Mia Watanabe 
Multiplayer Engineers 
Jeff Dubrule 
Chris Jacobson 
Robert Memmott 
Lee Saito 
Jake Warmerdam 


Central Audio Technology 

David Cham 
Eduardo Trama 

Configuration Management 

Dave Fox 
Blair Hamilton 
Jason Micklewright 
Interns 
Ankur Ahlawat 
Torin Kampa 
Kinshuk Mishra 
Giray Ozil 

Rohith Ravindranath 
Benjamin Weber 

ART TEAM 

Animators 

Umberto Bossi 
Kole Lasekan 
Gilbert Ngo 
Garrett Shikuma 
Robert Weaver 
Concept Artists 
Daniel Cheng 
Chris Miller 
Rich Olson 
Character Artists 
Beau Anderson 
Huy Dinh 
Glenda Novotny 
Environment Artists 
Jay Ardiosa 
Joon Choi 
Anupam Das 
Takehiro Hattori 
Sean Higgins 
Thao Le 
Anup Lobo 
Chris McLeod 
Heather Poon 
Lance Powell 
Phelicia Ramlogan 
Josh Robinson 
Art Wong 
Lighters 
Michael Comly 
David Kintner 
George Rushing 
Associate CG Supervisor 
Shinichiro Hara 
Visual Effects Artist 
Michael Dudley 


Technical Artist 

Eben Cook 

Character Riggers 

Jeremy Carson 
Billy Shih 

Ul Artist 

Michael Tamura 

Asset Integration 

Michael Aarsvold 
Armando Castillo 
Brian Clarke 
Chris Hands 

Character Model 

Jed Boegar Bernard 

AUDIO TEAM 

Audio Designers 

Aaron Brown 
Jade Kao 
Tyler Parsons 
Leilani Ramirez 
Jeff Wilson 

Dialogue and Digital Asset 
Management 

Bobby Moldavon 
Intern 
Dan Lehrich 
Voice Over Talent 

Brian Bloom 
Alberto Brosio 
Danny Cooksey 
Nino Delprete 
Eddie Frierson 
Luciano Giancarlo 
Peter Giles 
Johnny Hawkes 
Andrew Heffernan 
Brian Herskowitz 
Matt Lindquist 
Yuri Lowenthal 
Scott Menville 
Jonathan Nichols 
Chris Ogden 
Luciano Palmeri 
Skip Stellrecht 
Pepper Sweeney 
Emmanuel Todorov 
Ariana Weil 
Dave Wittenberg 
Kai Wulff 
Victor Yerrid 



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VIDEO TEAM 

Video Director 

Drew Stauffer 

EPOXY Group 

Senior Development Director 

David Schwartz 

Development Manager 

Kate Bigel 

Project Managers 

Vicky Kwan 
Marissa Cams 
Edu Black 

Vendor Coordinator 

Alexis Beamon 

Director of Pipeline/Process 

Richard Brous 

GLOBAL ONLINE STUDIO 

Development Director 

Lars Smith 
Producers 

Tom DuBois 
Shawn Stafford 
Engineers 

Ashley Bennett 
Ryan Butterfoss 
Joey Carruthers 

TECHNICAL ADVISORS 

Technical Advisor 

Martin K. A. Morgan 
Research/Historical Advisors 

1 1th Kompanie 

1SG Lewis H. Mikulecky 

Gale R. Ammerman 

The Collings Foundation 

D Company, 505th Parachute 

Infantry 

Frazer Brothers 
George H. Leidenheimer 
Living History Corp at the 
National D-Day Museum 
The National D-Day Museum 
Don Rubin 

Suzanne Nicole Sundahl 
SSgt. Quay L. K. Terry USMC 

ADDITIONAL PRODUCT 
SUPPORT 

Additional Producers 

Brady Bell 
Nina Dobner 
Dan Elggren 
Jon Galvan 
Craig Jepson 
Dylan Kohler 
Darion Lowenstein 
Anthony Miller 
Christopher Plummer 
Matt Sentell 


Additional DDs 

Thor Alexander 
Ray Cobo 
Rob Elser 
Mario Grimani 
David Kury 
Larry Paolicelli 
Greg Salter 
John Salwitz 
Anthony Schmill 
David Seeholzer 
Additional Production 
Lisa Beard 
Additional Design 
Jason Alejandre 
Christian Chang 
Nathan Cox 
Adam Crist 
Paul Cross 
Casey Kuczik 
Ed Moore 
Benson Russell 
Additional Engineering 
Adriano Antonio 
John Ballantyne 
Richard Benson 
Stuart Capewell 
Justin Chang 
Lan-Fang Chang 
Shu Cheah 
Ben Deane 
Jason Gregory 
Tolga Kart 
Paul Keet 
Jeffrey Leggett 
Jason Lenny 
Daniel Levesque 
Mike Machowski 
Dave Mercier 
Zak Middleton 
Vikram Nerurkar 
Eric Phister 
Tim Probst 
Richard Robaina 
Luis Sempe 
Blazej Stompel 
Wei Shoong Teh 
Additional Art 
Billy Brooks 
Jennifer Cha 
Hi Chiang 
Shaun Comly 
John Decker 
Bruce Ferriz 
Jose Flores 
Jeff Gregory 
Paul Jury 
Oliver Leeman 
Tony Montana 
Jason Monroe 
Chris Oakley 
Marvin Rojas 
Emile Smith 
Robert Stahl 
Peter Tieryas 


Tonya Tornberg 
Dan Whiting 
Additional Audio 

Gregory Allen 
Aaron Berkson 
Lexa Burton 
Jeremy Hall 
Erik Kraber 
Scott Lawlor 
Mario Lavin 
Andy Martin 
Charles Maynes 

EXTERNAL 

DEVELOPMENT TEAMS 
Active8 

Executive Manager 

David Zhu 

Development Director 

Yao Bin 

Lead Artist 

Jin Xi Zeng 

Lead Level Artist 

Li Peng Xiang 

Level Artists 

Li Ming, You Quan, Zhu Jia Min 

Lead Model Artist 

Ni Chuan Long 
Model Artists 

Li Wei, Zhu Lei 
Wang Wei 
Qiao Yu Qin 
Cao Lei 
Huang Hai 
Sun Hui 
Ma Yan Rong 
Yu Sen 
Yang Ying 
Engineer 
Zhang Shi Yang 

Demiurge Studios 

Lead Producer 

Albert Reed 

Lead Engineers 

Kurt Reiner 

Lead Environment Artists 

Tom Lin 
Designers 

Dan Chretien 
Jason D. Lentz 
Systems Engineers 

Michael Breen 
Roger Hanna 
Andy Hendrickson 
Rob Jagnow 
Christopher Linder 
Bill McFadden 
Andrew Moise 
Alex Rice 


Environment Artists 

Andrew Cormier 
Dave Flamburis 
Katie Stampf 

Technical Artist 

Magnolia Caswell-Mackey 

Quality Assurance Lead 

Evan Nikolich 

Quality Assurance Testers 

Maria O’Brien 
Jimmy Storey 
Mike Ace White 

Business Management 

Bill Reed 

Papaya Studio 

Lead Engineer 

Laurent Horisberger 

Engineering Team 

Rosen Baklov 
Matt Fawcett 
Niall Ryan 

Additional Production 

Lin Shen 

Ritual Entertainment, Inc. 

Systems Engineers 

Aaron Cole 
Squirrel Eiserloh 
Eric Fowler 
Ken Harward 
Scott Inglis 
Roger Kort 
Chris Stark 
Chris Willis-Ford 
System Administrators 
Mason Lucas 
Concept Artists 
Robert Atkins 
Environmental Artists 
Gary Buchanan 
Chris Curra 
Aaron Hausmann 
Bobby Hutson 
Kristian Kane 
Hector Marquez 
Ethan McCaughey 
James O’Donnell 
Nick Pappas 
Kevin Penrod 
Mike Penrod 
Ivan Villavicencio 
Designers 
John Boyd 
Ian Childs 
Jesse Flanagan 
Russell Meakim 
Todd Rose 
John Schuch 
Project Coordinators 
Drew Jensen 
Tom Mustaine 





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QUALITY ASSURANCE 

Brian Paoloni 

Eduardo Cocero Torres 

QA Project Lead 

David Pelayo 

Felipe Gonzalez Lopez 

Salvador Delgado 

Joseph Perez 
Catalin Petrescu 

Danilo Jose Guerrero Rodriguez 
Alberto Marin Ibanez 

QA Lead Tester 

Joshua Pletzke 

Patrick C. Payne 

Dave Baer 

Sunny Poon 

Cesar Puerta 

Sean Manzano 

Manuel Reynolds 

Miguel Angel Rodriguez Gonzalez 

QA Engineers 

Joshua Rotunda 

Antonio Yago 

Sergio Flores 

AJ Smith 

European Localization Team 

Kumar Iyer 

Anthony Smith 

Anatole 

Steven Hoey 

Stephen Stalker 

Raul Barahona 

QA Senior Testers 

Jeffrey Tessar 

Andres Berral 

Nicholas Clifford 

Michael Thomas 

Robert Bock 

Jeremy Feasel 

Christian Velasquez 

Stefania Caravello 

Graeham Ford 

Christopher Velez 

Fausto Ceccarelli 

Jared Greene 

Tajlammar Void 

Israel Delgado 

Paul John Jochico 

Joey Wellman 

Karolis Dzevecka 

Willian Penn III 
Louie Soriano 

Bryan Wilbur 

Estudios EXA 
Dorothee Garth 

Chase Swanson 

EALA LEADERSHIP 

toneworx GmbH 

Vanessa Zuloaga 

Chief Operating Officer 

Javier Gonzalez Diez 


QA Testers 

Sarah Aanerud 
Jorge Aguayo 
Nickolas Anderson 
Ron Avila 
Humberto Braga 
Zephirin Broussard 
Steven Callahan 
Steve Cantu 
Simon Castillo 
Innokenty Chugai 
Hugo Conchucos 
Nicholas Cruzado 
Kevin Dandridge 
Jeff Dipietro 
Keith Evans 
Gil Fischel 
Dan Friedman 
Dean Gagliano 
Todd Gershon 
Grant Glazer 
Anthony Gordon 
Manuel Grimaldo 
Marvin Jacksoin 
Jason Jacoby 
Ryan James 
Arielle Jayme 
Josh Johnson 
Robby Kushner 
Joseph Lagana 
Jonathan Landis 
Braxton Lee 
David Levin 
Albert Lien 
Samuel Mackey 
Jeff Magers 
Charles Mallison 
Matthew Manning 
Barton Marks 
Brendt McKnight 
Larry McZeal 
Nathan Mobley 
Cesar Muralles 
Michael Norris 
Zachary Owens 


Darrell Rodriguez 

Chief Technology Officer 

Marcel Samek 

Chief Financial Officer 

Christina Sawyer 

Director, Human Resources 

Susan Otto 

LOCALIZATION 

Director, Studio Operations / 
Localization 

Thilo Huebner 

Localization Manager 

Joel Borjel 

European Localization 
Production 

Isabel Guijarro Bonald 
Sergio Vargas 
European Localization 
Coordination 

Thomas Baerdorff 
Enrico Lupo Balducci 
Ivan Barreras 
Chantal Cervoni 
Frederic Champ 
Alvaro Corral 
Lucas Dupleix 
Alessio De Fazio 
Martin Eriksson 
Kasia Gryglewska-Cebrat 
Fabio Maccari 
Nadine Monschau 
Alfonsina Mossello 
Jakub Nowicki 
Pawet Paszkowski 
Pavel Rutski 
David Suarez 
Dominika Szot 
Inaki Valladares 
European Localization 
Programming 
Mario Bergantinos 
Inigo Bermejo 



Norbert Horvath 
Alexander Kornberg 
Maciej Kos 
Daniel Kroner 
Eugeny Kuchigin 
Liliana Morosini 
Marco Nicolino 
Roman Rodriguez 
Luis M. Ruano 
Jose Ramon Santamarina 
Javier Somoza 
Jan Stanicek 
Maciej Sytar 
Gergo Szendy 
Herve Throuilh 
Le Trait d’Union 

Asian Localization Production 

Jason Chen 
Nice Lee 
Ryan Reiji 
Jazz Wang 

Asian Localization Coordination 

Diane Ng 

Asian Localization Programming 

Abdool Gafoor 
Kiong Hieng Ong 
Lei Tan 
Frank Wang 

Asian Localization Team 

Jianwei Chin 
Mitsuo lijima 
Sky Lin 
Robin Lian 

Yuan Wei Adrian Lim 
Seiichi Nakamura 
Chin Ang Ng 
Rizal Raub 
Atsuko Saso 
Eileen Su 
Takeshi Sugiura 
Miki Suzuki 
Takaaki Suzuki 
Derek Tan 
Lei Tan 


prunagames*cam 


Tuck Yee Tham 
Jijin Yang 
Bonam Yu 

MOTION CAPTURE 

Motion Capture Facility 

EA World Wide Motion Capture 
Studio 

Motion Capture Lead 

Vince Ng 
John Mayhew 

Additional Motion Capture 

Sara Cameron 
Eldon Derksen 
Atlin Fraser 
Ryan Hietanen 
Blair Leckie 
Cory Permack 
Kristy Sorgard 
Marie Tai 

Motion Capture Talent 

Jeffrey Fisher 
Damien King 
Paul Lazenby 
Brett Queen 
Jason Wingham 
Donovan Stinson 

MUSIC TEAM 

Executive Music Producer 

Steve Schnur 

Music By 

Michael Giacchino 

Orchestrators 

Tim Simonec 
Chris Tilton 
Jennifer Hammond 
Marshall Bowen 
Chad Seiter 
Mark Gasbarro 
Larry Kenton 
Peter Boyer 
Dominik Hauser 
Brad Dechter 
Music Copyist 
Gregg Nestor 
Conducted by 
Tim Simonec 
Richard Rintoul 
Contracted by 
Reggie Wilson 
Connie Boylan 
Recorded and Mixed by 
Dan Wallin 
Recordist 
Greg Dennen 
Paul Wertheimer 
Score Assistant 
Andrea Datzman 
Music Editor 
Alex Levy 

Assistant to Music Editor 

Paul Apelegren 


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Recorded at the Eastwood Scoring Stage 
and Paramount Stage “M” 

EALA MASTERING LAB 

Louis Burgueno 
John Freeman 
James Geiger 

MARKETING AND PUBLIC RELATIONS 

Marketing VP 

Clive Downie 

Marketing Director 

Craig Owens 

Product Manager 

Jim Ferris 

Public Relations Manager 

Brooke Cahalane 

This game is not endorsed by, approved by, or associated with the U.S. Department of Defense. 

LICENSED TECHNOLOGY 

Unreal® Engine 

Copyright 1998-2007, Epic Games, Inc. All rights reserved. 

Unreal® is a registered trademark of Epic Games, Inc. 

KYNOGON 

Uses Kynapse, © 2003-2007 Kynapse. 

Kynogon and Kynapse are registered trademarks of Kynogon S.A. All rights reserved. 

See www.kynogon.com for more information. 

Punkbuster 

Even Balance, Inc. 

This product contains software technology licensed from 0n2 Technologies, Inc. 0n2 technology © 2003 0n2 Technologies, Inc. All rights 
reserved. 

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS and THOMSON multimedia. 

SPECIAL THANKS 

To everyone at EALA for their support, especially Louis Castle, Doug Church, Mike Verdu, and all the other product teams at EALA, and Jonathan 
Lutz, Peter Navin, Arcadia Kim, Alex Plachowski, Joe Aguilar, David Alvarez, Steve Arnold, Vanessa Auerswald, Staci Goddard, Wayne Hall, 
Charles Hamilton, Jimmie Harlow, Jason Harrell, Tu Holmes, Isaac Lee, William Lee, Michael Levitt, Mick Love, Daniel Pickett, Charles Polanski, 
Keith Price, Ray Robinson, Tim Sabourin, Scott Sinnott, Chris Taylor. And to everyone at Electronic Arts for their support: John Riccitiello, Bing 
Gordon, Warren Jenson, Paul Lee, Frank Gibeau, Gerhard Florin, John Schappert, Gabrielle Toledano, Glenn Entis, Joel Linzner, Patrick O’Brien, 
Marci Galea, Sue Garfield, Jake Schatz, Customer Quality Control, European Certification Group, WW Audit crew, Scott Taylor, Tom Boyd, and 
Bharat Vasan, and everyone else at Electronic Arts. 

Development Team 

The team would like to thank their family and friends. Without their support, this game would not have been possible: Allana; Michael K. 
Anderson; Xylia Arroyo; Campbell Askew; The Beranek Family; Valerie R. Lewis and Gregory B. Brazil; Brooks, Judy, and Randy Brown; Magnolia 
Busse; Jeremy Cain; Crocko and El Capitan; The Cham Family; Diane, Jeffrey and Danny Charvat; Evan Chen; Jenny and Isabella Chow; Lisa 
Christey; The Colgan Clan; Sunshine Cook; Tim Coolidge; Robin and Sophia Dargie; Narayan and Shapna Das and the Das family; Ryan Davidson; 
Rebecca and Henry Deane; Deborah; Mike DiDonato; Marianna, Random and Rhyme Dochtermann; Stephanie Dudley; Kristin Fitzsimmons; Jen 
Fox; Meg Marie Ford; Sarah Garbett; Rena Hattori; Christy Hendrickson and the Hendrickson Family; Cristina Garza; Bruce and Maria Heck; 
Felicity and Zoie Hendricks; Wako Huang; Patricia Jacobson; Sandhya and Jasmine; El Jorge; Dan King; Amy Kono; Anne Sawvell, Cole and Bryn 
Lackey; Emilie Lanquetot; Yemisi and Funmilayo Lasekan; Andrew, Rebecca, Emilio, Michela and Shawn Lawlor; Lydia Lee; Sunny Lee; Winnie and 
Aaron (the 1st airborne baby) Licht; Mechelle Lois and Toshi Carson-Lois; Lorrie; Helena, Charlie, Anna and Pocky Marsala; Danielle, Samantha 
and Maxwell; Minou and crossie; Barbara, Sherman, Ida, and Casey Moldavon; Jennie Morse; Ms. Panda; Mary and Isabelle Paquette; William 
Perkins; The Poon family; Ian “The Professional” Porter; Koa Ramirez; Shawna Rohr; Sarah, Delia; Lila, and Rome; Evelyn Schiff; Anthony 
Scott; The Sheehan Family; Amber Dempsey Shikuma; Trevor Somers; The Spiteri Family; Sara and Phoebe Stein; Setsu, Marinah, and Yasmine 
Tamura; Yolanda Tang; Sandra Thomas; Aja Reign Topps-Harjo; Avery Goldstein and Marlon Trama; Yaleny Valdes; Kelly Valdivia, and the Valdivia 
family; The Valentin Family; Yumiko Wilson; Anita Yip. 

The Airborne team would also like to thank members of the 82nd Airborne, currently active or retired from service. And to all the 
United States armed forces around the world, to Mike “Sarge” Embley, to Victoria Leslie and others who work for the Congressional 
Medal of Honor Society, to the National World War II Museum, the Imperial War Museum, the Airborne Museum Hartenstein, and to 
combat re-enactors, historic warbird owners, pilots, and restorers, you have been an inspiration to us in the making of this game. 

Finally, the team would like to give their special thanks to the passionately devoted Medal of Honor community. You guys rock! 


Marketing Assistant 

Bryce Yang 

Marketing Assistant/ Assistant Video 
Editor 

Abby Zirkle 

Marketing Video Editor 

Christopher Harris 

European Marketing Team 

Rafael Martinez 
Peter O’Reilly 
Asia Pacific Team 

Liam McCallum 
Karen Poison 
Sergio A. Salvador 
Nana Takahashi 


Documentation 

Sharon Ortiz 

Documentation Layout 

John Burns 
Nathan Carrico 

Additional Marketing and PR: 

Simon Bull 
Sara Marshall 
Mike Maser 
Jon Rissik 
Abby Topolsky 





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Blumenson, Martin. US Army in World War II: Salerno to 

Cassino. Washington, D.C.: Center of Military History, 1993. 


Perret, Geoffrey. There’s a War to be Won: The United States 
Army in World War II. New York, Ballantine Books, 1991. 


Garland, Albert N., Lt. Col., and Howard McGraw Smyth. 

US Army in World War II: Sicily and the Surrender of 
Italy. Washington, D.C.: Center of Military History, 1993. 

Harrison, Gordon A. US Army in World War II: Cross- 
Channel Attack. Washington, D.C.: Center of Military 
History, 1993. 

MacDonald, Charles B. US Army in World War II: The Last 

Offensive. Washington, D.C.: Center of Military History, 1993. 

. US Army in World War II: The Siegfried Line Campaign. 

Washington, D.C.: Center of Military History, 1993. 

Megellas, James. All the Way to Berlin. New York: Random 
House, 2003. 


Rottman, Gordon L. US Airborne Units in the Mediterranean 
Theater 1342-44. New York: Osprey Publishing, 2006. 

. World War II Airborne Warfare Tactics. New York: 

Osprey Publishing, 2006. 

Smith, Carl. US Paratrooper 1941-1345. New York: 

Osprey Publishing, 2000. 

Zaloga, Steven J. US Airborne Units in the ETO 1944-45. 
New York: Osprey Publishing, 2007. 

. Utah Beach and the US Airborne Landings. New 

York: Osprey Publishing, 2004. 



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